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Mahj Lab · Words at the table

Mahjong Glossary

Every word you'll hear at the table, explained simply, with tile pictures

A

Any 1 Suit, Any 2 Suits, Any 3 Suits

Words printed beside a hand on the card. Any 1 suit means all the numbers in the hand come from one suit, and you pick which. Any 3 suits means the hand uses all three.

Any 1 suit: all Bams
Any 3 suits: a Bam, a Crak, and a Dot

See also: Suit, Colors on the Card

B

Bam

Also called Bamboo, Sticks

One of the three suits. Bams run from 1 to 9, with four of each tile. Count the bamboo sticks to know the number. The Green Dragon goes with Bams.

A 2 Bam, 5 Bam, and 9 Bam

See also: Bird Bam, Dragon, Suit

Bird Bam

Also called 1 Bam

The 1 Bam. Instead of a single bamboo stick, it usually shows a bird, so players call it the bird bam.

The bird bam

See also: Bam

Blank

Also called Zombie tile

Some sets come with 6 blank tiles, and some tables play with them. A blank is never part of a hand. If your table uses them, you can trade a blank from your rack for a tile in the thrown pile and bring it back to life. I call them zombie tiles. House rules vary, so ask your group.

A blank

See also: Discard

Blind Pass

Also called Steal

During the Charleston, on the first Left pass or the last Right pass, you may pass along tiles you were just handed without looking at them. It helps when you have nothing you want to give up.

See also: Charleston

C

Call

Also called Calling a tile

Taking a tile someone else just threw. You may call it when it finishes a group of three or more of the same tile (then you set that group face up on your rack), or when it is the last tile you need for Mahjong. You may not call a tile for a single or a pair unless it wins the game. Say "Call!" before the next player draws.

Your three 8 Dots plus the thrown 8 Dot make a kong

See also: Exposure, Kong, Pung, Mahjong

Card

Also called The card

The list of winning hands for the year, published every spring by the National Mah Jongg League. Every winning hand has to match a line on the current card, so everyone at the table plays from the same one.

See also: Section, Value, Colors on the Card

Charleston

The tile passing that happens before play starts. Everyone passes three tiles to the Right, then Across, then to the Left. A second Charleston (Left, Across, Right) is optional, and any player may stop it. Jokers are never passed.

See also: Blind Pass, Courtesy Pass

Colors on the Card

Hands on the card are printed in up to three colors. The colors don't stand for one particular suit. They tell you how many suits to use: numbers in the same color come from the same suit, and different colors mean different suits. A dragon printed in a suit's color is that suit's dragon.

One color: both groups in one suit, here Dots

See also: Any 1 Suit, Any 2 Suits, Any 3 Suits, Dragon

Concealed Hand

Marked C on the card

A hand marked C on the card. You build it entirely from tiles you draw and pass, without calling. The one exception is the very last tile, which you may call to win.

See also: Exposed Hand, Call

Consecutive Run

A hand built from numbers in a row, like 1, 2, 3 or 5, 6, 7.

Three numbers in a row

See also: Section

Courtesy Pass

After the Charleston, you and the player across from you may trade up to three tiles. If one of you wants to pass fewer, you both pass the smaller number.

See also: Charleston

Crak

Also called Character, Crack

One of the three suits. Craks run from 1 to 9, four of each. The red character at the bottom of every Crak means "ten thousand." The Red Dragon goes with Craks.

A 1 Crak, 5 Crak, and 9 Crak

See also: Dragon, Suit

D

Dead Hand

A hand that can no longer win, for example because you set out a group that doesn't fit any hand on the card or you have the wrong number of tiles. A dead hand stops playing but still pays the winner.

See also: Exposure

Dealer

Also called East

The player who starts the game. The dealer sits in the East seat, starts with 14 tiles instead of 13, and throws the first tile. After each game the deal moves to the next player.

See also: Wall

Discard

Also called Throw

The tile you put face up in the middle of the table at the end of your turn. Say its name as you throw it, like "5 Dot" or "North."

See also: Call, Hot Tile

Dot

Also called Circle, Coin

One of the three suits. Dots run from 1 to 9, four of each. Count the circles to know the number. Soap, the White Dragon, goes with Dots.

A 1 Dot, 5 Dot, and 9 Dot

See also: Soap, Suit

Dragon

There are three dragons, four of each: Green, Red, and White (called Soap). Each one belongs to a suit: Green with Bams, Red with Craks, and Soap with Dots. On the card, a D stands for a dragon.

Green goes with Bams
Red goes with Craks
Soap goes with Dots

See also: Soap, Colors on the Card

Draw

Taking the next tile from the wall at the start of your turn. Every turn is Draw, Decide, Discard.

See also: Wall, Discard

E

Exposed Hand

Marked X on the card

A hand marked X on the card. You may call thrown tiles to finish groups of three or more and set them face up as you go.

See also: Concealed Hand, Exposure

Exposure

Also called Exposed group

A group you set face up on your rack after calling a tile. Everyone can see it. On their turn, any player holding the real tile can trade it for a joker in your exposure.

An exposed pung with a joker in it

See also: Call, Joker Exchange

F

Flower

There are 8 Flowers. The pictures may be different, and some sets add numbers or seasons, but every Flower counts as the same tile. On the card, an F stands for a Flower.

A pair of Flowers

H

Hot Tile

A tile that could hand another player Mahjong if you throw it, often one that matches the groups they have set out. Late in the game, think twice before throwing it.

See also: Discard, Exposure

J

Joker

The wild tile. A Joker can stand in for any tile in a group of three or more of the same tile. It can never be used in a single, a pair, or a mixed group like NEWS or 2026. A standard set has 8.

Yes: the joker is the third 4 Dot
No: jokers can't make a pair

See also: Joker Exchange, Pung, Pair

Joker Exchange

Also called Redeeming a joker

On your turn, if a player has a joker in an exposed group and you hold the real tile it stands for, you may swap your tile for the joker and keep the joker.

Their exposure
You trade in your 5 Dot and take the joker

See also: Exposure, Joker

Jokerless

A winning hand made without any jokers. Most tables pay double for it. Hands in the Singles and Pairs section can never use jokers, so they don't get the bonus.

See also: Joker, Singles and Pairs

K

Kong

Four of the same tile. Jokers can help make one.

A kong of 7 Dots
A kong of North Winds with two jokers

See also: Pung, Quint

L

Like Numbers

Hands that use the same number in different suits, like a 5 Bam, 5 Crak, and 5 Dot.

Like numbers: 5s in all three suits

See also: Section

M

Mahjong

The win! Your 14 tiles match a hand on the card. Say "Mahjong!", lay your tiles face up, and let the table check them. It's also the name of the game.

See also: Card, Self-Pick

N

NEWS

One North, one East, one West, and one South. They're four different tiles, so a joker can't fill in for any of them.

NEWS

See also: Winds, Joker

P

Pair

Two of the same tile. Jokers can't be used in a pair.

A pair of 3 Dots

See also: Single, Pung

Pung

Three of the same tile. Jokers can help make one.

A pung of 2 Dots
The same pung with a joker

See also: Kong, Pair

Q

Quint

Five of the same tile. There are only four of each number tile, so a quint needs at least one joker. Flowers are the exception, since there are eight of them.

A quint of 4 Bams

See also: Kong, Sextet, Joker

R

Rack

The stand that holds your tiles so only you can see them. Most racks have a pusher arm for sliding your wall toward the middle of the table.

See also: Wall

S

Section

The card is divided into sections, each a family of hands, such as the year hands, 2468, Like Numbers, Consecutive Run, 13579, Winds and Dragons, 369, and Singles and Pairs. Section names can change a little from year to year.

See also: Card

Self-Pick

Also called Self-drawn

Winning with a tile you drew from the wall yourself, instead of calling a thrown tile. Every player pays you double.

See also: Mahjong, Draw

Sextet

Six of the same tile. Like a quint, it needs jokers unless it's Flowers.

See also: Quint

Single

One tile on its own in a hand. Jokers can't be used for a single.

A single South Wind

See also: Pair

Singles and Pairs

A section of hands made only of single tiles and pairs, so jokers can't be used. These hands are always concealed.

See also: Single, Pair, Concealed Hand

Soap

Also called White Dragon

The White Dragon, the tile with just a frame on it. It goes with Dots, and it also stands in for zero, like the 0 in 2026.

Soap

See also: Dragon, Year Hand

Suit

The three suits are Bams, Craks, and Dots. Winds, dragons, flowers, and jokers are not suits.

A Bam, a Crak, and a Dot

See also: Bam, Crak, Dot

V

Value

The number printed beside each hand on the card. It tells you what the hand is worth when you win.

See also: Card, Jokerless, Self-Pick

W

Wall

Before each game, every player builds a row of tiles two high in front of their rack. Tiles are dealt from the walls, and every draw comes from the wall.

See also: Draw, Wall Game

Wall Game

When the last tile is drawn and nobody has won. No one pays. Shuffle and play again.

See also: Wall

Winds

North, East, West, and South, four of each (16 in all). When you throw one, say the direction, like "North."

North, East, West, South

See also: NEWS

Y

Year Hand

Hands built from the digits of the current year, like 2026. Soap stands in for the 0, and every tile is a single, so jokers can't help.

2026, with Soap as the 0

See also: Soap, Single

Want to see these words in action? Play Your First Hand, a five-minute lesson with real tiles.