Glossary

The American Mahjong Glossary

Every term you’ll hear at an American Mah Jongg table, defined in plain English: the Charleston, jokers, exposures, the wall, and the rest. New to the game? Start with the guides on the blog or come learn hands-on at a lesson.

A

Atomic

A popular house-rule hand: seven pairs, no flowers, usually void if you draw a flower or joker after declaring. Pays big where it's played.

B

Bakelite

The early plastic of vintage mahjong sets. If you inherited your grandmother's set, it may be Bakelite, and it may be worth more than your car payment.

Bam

Short for bamboo, one of the three suits, numbered 1-9. The 1 Bam is traditionally drawn as a bird.

Blind Pass

Passing 1-3 tiles you received without looking at them, allowed only on the first left and last right of the Charleston. Also called stealing.

C

Calling

Claiming another player's discard to complete an exposure, or to win. Say it loud and say it fast.

Charleston Dance

The 1920s dance craze that lent its name to mahjong's passing ritual. Both were everywhere in flapper-era America.

Cold Tile

A tile that's safe to throw, usually because three copies are already visible or it fits nothing anyone seems to be building.

Concealed Hand

A hand marked C on the card: no calling discards allowed until the winning tile itself.

Consecutive Run

A card category built on runs of consecutive numbers in various suit arrangements.

Courtesy Pass

An optional exchange of 0-3 tiles with the player across from you after the Charleston ends.

Crak

Short for character, the suit showing a Chinese character meaning ten thousand under its numeral, numbered 1-9.

D

Dead Hand

A hand disqualified from play: wrong tile count, an impossible exposure, or another rules violation. You stop playing but still pay the winner.

Dot

The circle suit, numbered 1-9. Simple, round, and easy on beginner eyes.

Dragon

Red, Green, and White dragons. Each belongs to a suit: Red with craks, Green with bams, White (Soap) with dots.

E

East

The dealer position. East builds the biggest wall break, gets 14 tiles instead of 13, and discards first.

Exposure

Tiles placed face-up on top of your rack after calling a discard, locking part of your hand in public view.

F

Flower

Bonus-style tiles, eight per set. Under NMJL rules all flowers are interchangeable, no matter what's painted on them.

H

Hot Tile

A tile that likely completes an opponent's hand. Discard at your own risk. Late in the game, the discarder pays double.

J

Joker

The wildcard, eight per set. Substitutes for any tile in a pung, kong, quint, or sextet, but never in a pair or single.

Joker Exchange

Swapping a natural tile from your hand for a matching joker sitting in any player's exposure. It's your right, on your turn, after you draw and rack.

Jokerless

Winning with zero jokers in a hand that could have used them. It doubles everyone's payment.

K

Kong

Four identical tiles.

L

Like Numbers

A card category using the same number across different suits.

M

Maj

What you call (and often shout) when you complete your hand: 'Mah Jongg!' Frequently shortened to maj.

N

NMJL

The National Mah Jongg League: founded 1937, publisher of the annual card, keeper of American rules, and a charity fundraiser from day one.

P

Pie

A friendly loss limit: a fixed bankroll (say $5) per session. When your pie is gone, you play on but stop paying. A house rule, not NMJL law.

Pung

Three identical tiles.

Pusher

The sliding arm on your rack used to push your wall section out to the table. Deeply satisfying.

Q

Quint

Five identical tiles, impossible without jokers, since there are only four of each tile.

R

Racking

Physically placing your drawn tile on your rack, the act that closes the calling window.

S

Self-Pick

Drawing your own winning tile from the wall. Everyone pays double.

Sextet

Six identical tiles. Two jokers minimum, by definition.

Singles and Pairs

The card's hardest section: hands of singles and pairs only. No jokers allowed (they can't fill pairs), which is why these hands score highest.

Soap

The White Dragon. Pairs with the dot suit, and doubles as the zero in year hands (like 2026).

Stopping the Charleston

Any player may decline the optional second Charleston. No vote, no veto-override. One 'no' ends it.

T

Table Rules

House variations agreed before play: pie limits, atomic, bettor rules. The NMJL discourages them; every table has them anyway. Always ask.

The Bettor

With five players, the fifth uses the wind indicator to bet on who'll win, sharing the win or the loss. A classic table rule.

The Card

The National Mah Jongg League's annual scorecard listing every legal winning hand. A new one arrives each spring, and everyone learns it together.

The Charleston

The pre-game tile-passing ritual unique to American mahjong: pass three tiles right, across, left, then optionally again the other way. Named for the 1920s dance.

W

Wall

The stacked rows of face-down tiles (19 long, 2 high per player) everyone draws from.

Wall Game

The wall runs out with no winner. Nobody pays; shuffle and deal again.

Wash

Shuffling the tiles face-down with both hands before building walls. Embrace the clatter. It's the game's soundtrack.

Wind

North, East, West, and South tiles, four of each. Featured heavily in the Winds-Dragons section of the card.

Window of Opportunity

The time a discard remains claimable: until the next player draws AND racks their tile. Pause a beat before racking. It's good manners.

X

X and C

The letter at the end of every card line: X means the hand may be played exposed (you can call discards); C means concealed.

Y

Year Hand

The card section built around the current year. As of the 2026 card, that means 2-0-2-6 with Soap as the zero.

Words are one thing. Tiles are better.

Every one of these terms clicks faster with tiles in your hands. That’s what lessons are for.