Skip to content
Mahjong Decoded
Words at the table

Mahjong glossary A–Z

The 77 words mahjong players actually use — from pung and chow to the Charleston, faan, furiten and yakuman. Each links to the article that covers it in depth.

B

  • BamTiles

    Short for the bamboo suit, used especially in American play.

    Bams, dots and craks are the American nicknames for the three suits.

  • BambooTiles

    One of the three suits, showing bamboo sticks.

    Represents strings of coins on old money cards. The one of bamboo is drawn as a bird.

  • Pungs or kongs of all three dragons.

    A limit hand in Hong Kong, a yakuman in riichi and 88 points in MCR.

  • Blind passAmerican

    Passing on tiles received in the Charleston without looking at them.

    Allowed on the last pass of each Charleston, so a player can keep their own tiles.

  • Opening the wall at the point chosen by the dice to begin dealing.

    The dice decide whose wall and how many stacks along; the ritual keeps the deal random.

C

  • Claiming another player's discard to complete a set or win.

    Rules differ by style on who may call what — chows only from the left in Chinese and Japanese play, never in American play.

  • CardAmerican

    The annual list of winning hands issued by the National Mah Jongg League.

    Every American game is played against the current card; hands not on it cannot win.

  • The suit marked with a Chinese numeral and 萬 ('ten thousand').

    Also called cracks or craks; descends from the myriads suit of money cards.

  • CharlestonAmerican

    The exchange of tiles between players before American play begins.

    A required first round (right, across, left), an optional second round and an optional courtesy pass.

  • Chiitoitsu(chee-toy-tsoo)Riichi

    Seven pairs, a two-han yaku in riichi.

    Always scored at 25 fu; combines well with riichi, tanyao and dora.

  • Chombo(chom-bo)Riichi

    A serious rule violation in riichi, such as a false win, with a fixed penalty.

    Penalties are usually a payment equivalent to a mangan.

  • ChowSets

    A run of three consecutive tiles in one suit.

    Can be claimed only from the player on your left in Chinese and Japanese styles. Called chi in riichi.

  • A hand built without claiming any discards except the winning tile.

    Rewarded in most scoring systems and required for riichi and some American hands.

  • An optional exchange of up to three tiles across the table after the Charleston.

    The player offering fewer tiles sets the number exchanged.

  • CrakTiles

    American nickname for the characters suit.

    Also spelled crack.

D

  • Dead handAmerican

    A hand that can no longer win, usually because of a wrong tile count or impossible exposures.

    The player stops picking and discarding but still pays the winner.

  • Tiles set aside at the break, used for replacements and dora indicators.

    Fourteen tiles in Japanese play; the live wall ends when only the dead wall remains.

  • DealerPlay

    The player in the East seat, who starts with fourteen tiles.

    Often keeps the deal after winning; wins and loses more in riichi.

  • Dora(doh-rah)Riichi

    A bonus tile worth one extra han in a winning hand.

    Indicated by a face-up tile in the dead wall; dora are not yaku.

  • DotsTiles

    The suit showing circles, also called coins or wheels.

    Descends from the coin suit of money cards. The one-dot is a large medallion.

  • DragonsTiles

    The three honour tiles: red, green and white.

    Can form pungs and pairs but never runs; dragon pungs score in most styles.

E

  • A non-dealer's win at the very start of a hand.

    Exact definition varies by style; a limit hand where recognised.

  • ExposureAmerican

    A group of tiles laid face up after calling a discard.

    In American play exposures must fit a hand on the card, and exposed jokers can be exchanged.

  • EyesSets

    Another name for the pair in a winning hand.

    Every standard hand needs exactly one pair.

F

  • Faan(fahn)Hong Kong

    The unit of hand value in Hong Kong mahjong.

    Payments roughly double with each faan, up to the table limit.

  • FlowersTiles

    Bonus tiles showing plum, orchid, chrysanthemum and bamboo.

    Set aside and replaced in Chinese styles; kept and used in hands in American play.

  • FoldStrategy

    To give up on your own hand and discard only safe tiles.

    Used when an opponent is likely ready and your hand is weak.

  • Fu(foo)Riichi

    Minipoints reflecting a riichi hand's structure.

    Start at 20 and rise with triplets, value pairs, difficult waits and closed ron wins.

  • Furiten(foo-ree-ten)Riichi

    Being unable to win on a discard because a winning tile is in your own discards.

    You may still win by self-draw. The rule makes defensive reading possible.

G

  • Guobiao(gwo-byow)Competition

    Chinese name for the official Mahjong Competition Rules (MCR).

    Means 'national standard'.

H

  • A hand of one suit plus honour tiles; mixed one suit, honitsu.

    Worth about 3 faan in Hong Kong and 3 han closed in riichi.

  • Han(hahn)Riichi

    The main unit of value in riichi, from yaku and dora.

    Each extra han roughly doubles a hand until the limit tiers.

  • A dealer whose dealt hand is already complete.

    Pure luck and a limit hand everywhere it is recognised.

  • HonoursTiles

    The wind and dragon tiles.

    They have no numbers, so they can only form pungs, kongs and pairs.

I

  • Ippatsu(ip-pat-soo)Riichi

    A bonus han for winning within one go-around of declaring riichi.

    Cancelled if any call interrupts the go-around.

J

  • JokerAmerican

    A wild tile used in American Mah Jongg.

    Substitutes in groups of three or more identical tiles, never in singles or pairs.

  • Swapping a real tile for a joker in someone's exposure, on your turn.

    A key American tactic and a reason to think twice before exposing jokers.

K

  • KongSets

    Four identical tiles.

    After declaring one, a player draws a replacement tile. Called kan in riichi.

L

  • A rare hand paid at the maximum value.

    Thirteen orphans, nine gates and big four winds are examples.

M

  • Mah JonggAmerican

    The American spelling of mahjong, and the call made when winning.

    Comes from the name trademarked by Joseph Park Babcock in the 1920s.

  • Mangan(mahn-gahn)Riichi

    The first limit tier in riichi scoring: 8,000 for a non-dealer.

    Reached at five han, or four han with high fu.

  • MCRCompetition

    Mahjong Competition Rules, the Chinese official tournament standard.

    81 scoring patterns and an eight-point minimum.

  • Menzen tsumo(men-zen tsoo-mo)Riichi

    Winning by self-draw with a fully closed hand — a one-han yaku.

    Often combined with riichi.

N

  • 1112345678999 in one suit plus any tile of that suit.

    One of the rarest limit hands.

P

  • Pinfu(pin-foo)Riichi

    A closed hand of four sequences, a non-value pair and a two-sided wait.

    A one-han yaku that adds no fu.

  • PungSets

    Three identical tiles.

    Can be claimed from any player. Called pon in riichi.

Q

  • QuintAmerican

    Five identical tiles, possible in American play using jokers.

    Appears in the quints section of the card.

R

  • ReadyPlay

    Needing only one tile to win; also tenpai or calling.

    The tiles that would complete the hand are the waits.

  • Red fiveRiichi

    A five painted red, counting as a dora.

    Usually one per suit in modern Japanese sets.

  • Riichi(ree-chee)Riichi

    Declaring a ready closed hand with a 1,000-point deposit.

    Worth one han, but locks the hand. Also the name of Japanese mahjong.

  • Winning on a tile another player adds to an exposed pung to make a kong.

    Earns a bonus in most styles; chankan in riichi.

  • Ron(ron)Riichi

    Winning on another player's discard.

    Compare tsumo, winning by self-draw.

  • The prevailing wind of the current round, starting with East.

    A pung of the round wind scores in Chinese and Japanese styles.

S

  • Sanma(sahn-mah)Riichi

    Three-player Japanese mahjong.

    Removes characters 2–8 and often uses the North wind as a bonus.

  • SeasonsTiles

    Bonus tiles showing spring, summer, autumn and winter.

    Numbered one to four to match the seats.

  • The wind matching your seat: East, South, West or North.

    A pung of your own seat wind scores in Chinese and Japanese styles.

  • Winning with a tile drawn from the wall rather than a discard.

    Called zimo, tsumo or self-pick; usually paid by all opponents.

  • A special hand of seven different pairs.

    Allowed in riichi and MCR; varies elsewhere.

  • SimplesTiles

    Suited tiles numbered two to eight.

    More flexible than terminals; tanyao in riichi uses only simples.

  • SoapAmerican

    American nickname for the white dragon.

    Also represents zero in year hands on the card.

  • Suji(soo-jee)Strategy

    A riichi reading technique based on two-sided waits.

    If a player has discarded a 4, two-sided waits on 1-4 and 4-7 are impossible for them.

T

  • Tai(tie)Taiwanese

    The unit of hand value in Taiwanese and Singaporean mahjong.

    Paid on top of a fixed base amount.

  • Tanyao(tahn-yow)Riichi

    All simples: a hand with no terminals or honours.

    A one-han yaku, allowed open in most rules.

  • Tenpai(ten-pie)Riichi

    Japanese for being ready — one tile from winning.

    Matters at a drawn hand, when non-ready players pay ready ones.

  • The ones and nines of each suit.

    Combined with honours in many special hands.

  • One of each terminal and honour plus one duplicate.

    Kokushi musou in Japanese; a limit hand almost everywhere.

  • Tsumo(tsoo-mo)Riichi

    Winning by self-draw.

    Compare ron, winning on a discard.

U

  • Ura-dora(oo-rah doh-rah)Riichi

    Hidden dora under the indicators, revealed only for a riichi winner.

    Can turn a modest riichi into a big hand.

W

  • WaitStrategy

    The tile or tiles that would complete a ready hand.

    Two-sided waits accept the most tiles; single waits the fewest.

  • WallPlay

    The square of face-down tiles from which players draw.

    Two tiles high; its length depends on the set size.

  • A hand that ends without a winner because the wall runs out.

    Also called a drawn hand; payments depend on the style.

  • WindsTiles

    The four honour tiles East, South, West and North.

    Tied to seats and rounds in Chinese and Japanese scoring.

Y

  • Yaku(yah-koo)Riichi

    A recognised scoring pattern in riichi; every winning hand needs one.

    Riichi, tanyao, pinfu and yakuhai are the most common.

  • Yakuhai(yah-koo-high)Riichi

    A pung of dragons, your seat wind or the round wind — a one-han yaku.

    The easiest way to make an open hand legal.

  • Yakuman(yah-koo-mahn)Riichi

    A riichi limit hand worth the maximum.

    Includes thirteen orphans, four concealed triplets and big three dragons.

  • Year handAmerican

    A card hand built from the digits of the current year.

    The white dragon stands for zero.

Z

  • Zimo(dzuh-maw)Hong Kong

    Mandarin for winning by self-draw.

    Usually adds value and is paid by all opponents.