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.