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
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BamTiles
Short for the bamboo suit, used especially in American play.
Bams, dots and craks are the American nicknames for the three suits.
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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.
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Big Three DragonsHands
Pungs or kongs of all three dragons.
A limit hand in Hong Kong, a yakuman in riichi and 88 points in MCR.
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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.
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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
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CallingPlay
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.
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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.
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CharactersTiles
The suit marked with a Chinese numeral and 萬 ('ten thousand').
Also called cracks or craks; descends from the myriads suit of money cards.
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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.
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Seven pairs, a two-han yaku in riichi.
Always scored at 25 fu; combines well with riichi, tanyao and dora.
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A serious rule violation in riichi, such as a false win, with a fixed penalty.
Penalties are usually a payment equivalent to a mangan.
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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.
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Concealed handPlay
A hand built without claiming any discards except the winning tile.
Rewarded in most scoring systems and required for riichi and some American hands.
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Courtesy passAmerican
An optional exchange of up to three tiles across the table after the Charleston.
The player offering fewer tiles sets the number exchanged.
D
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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.
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Dead wallPlay
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.
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DealerPlay
The player in the East seat, who starts with fourteen tiles.
Often keeps the deal after winning; wins and loses more in riichi.
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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.
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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.
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DragonsTiles
The three honour tiles: red, green and white.
Can form pungs and pairs but never runs; dragon pungs score in most styles.
E
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Earthly handHands
A non-dealer's win at the very start of a hand.
Exact definition varies by style; a limit hand where recognised.
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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.
F
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The unit of hand value in Hong Kong mahjong.
Payments roughly double with each faan, up to the table limit.
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FlowersTiles
Bonus tiles showing plum, orchid, chrysanthemum and bamboo.
Set aside and replaced in Chinese styles; kept and used in hands in American play.
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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.
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Minipoints reflecting a riichi hand's structure.
Start at 20 and rise with triplets, value pairs, difficult waits and closed ron wins.
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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
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Chinese name for the official Mahjong Competition Rules (MCR).
Means 'national standard'.
H
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Half flushHands
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.
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The main unit of value in riichi, from yaku and dora.
Each extra han roughly doubles a hand until the limit tiers.
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Heavenly handHands
A dealer whose dealt hand is already complete.
Pure luck and a limit hand everywhere it is recognised.
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HonoursTiles
The wind and dragon tiles.
They have no numbers, so they can only form pungs, kongs and pairs.
I
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A bonus han for winning within one go-around of declaring riichi.
Cancelled if any call interrupts the go-around.
J
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JokerAmerican
A wild tile used in American Mah Jongg.
Substitutes in groups of three or more identical tiles, never in singles or pairs.
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Joker exchangeAmerican
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
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KongSets
Four identical tiles.
After declaring one, a player draws a replacement tile. Called kan in riichi.
L
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Limit handHands
A rare hand paid at the maximum value.
Thirteen orphans, nine gates and big four winds are examples.
M
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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.
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The first limit tier in riichi scoring: 8,000 for a non-dealer.
Reached at five han, or four han with high fu.
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MCRCompetition
Mahjong Competition Rules, the Chinese official tournament standard.
81 scoring patterns and an eight-point minimum.
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Winning by self-draw with a fully closed hand — a one-han yaku.
Often combined with riichi.
N
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Nine gatesHands
1112345678999 in one suit plus any tile of that suit.
One of the rarest limit hands.
P
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A closed hand of four sequences, a non-value pair and a two-sided wait.
A one-han yaku that adds no fu.
Q
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QuintAmerican
Five identical tiles, possible in American play using jokers.
Appears in the quints section of the card.
R
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ReadyPlay
Needing only one tile to win; also tenpai or calling.
The tiles that would complete the hand are the waits.
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Red fiveRiichi
A five painted red, counting as a dora.
Usually one per suit in modern Japanese sets.
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Declaring a ready closed hand with a 1,000-point deposit.
Worth one han, but locks the hand. Also the name of Japanese mahjong.
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Robbing the kongPlay
Winning on a tile another player adds to an exposed pung to make a kong.
Earns a bonus in most styles; chankan in riichi.
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Round windPlay
The prevailing wind of the current round, starting with East.
A pung of the round wind scores in Chinese and Japanese styles.
S
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Three-player Japanese mahjong.
Removes characters 2–8 and often uses the North wind as a bonus.
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SeasonsTiles
Bonus tiles showing spring, summer, autumn and winter.
Numbered one to four to match the seats.
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Seat windPlay
The wind matching your seat: East, South, West or North.
A pung of your own seat wind scores in Chinese and Japanese styles.
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Self-drawPlay
Winning with a tile drawn from the wall rather than a discard.
Called zimo, tsumo or self-pick; usually paid by all opponents.
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Seven pairsHands
A special hand of seven different pairs.
Allowed in riichi and MCR; varies elsewhere.
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SimplesTiles
Suited tiles numbered two to eight.
More flexible than terminals; tanyao in riichi uses only simples.
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SoapAmerican
American nickname for the white dragon.
Also represents zero in year hands on the card.
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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
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The unit of hand value in Taiwanese and Singaporean mahjong.
Paid on top of a fixed base amount.
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All simples: a hand with no terminals or honours.
A one-han yaku, allowed open in most rules.
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Japanese for being ready — one tile from winning.
Matters at a drawn hand, when non-ready players pay ready ones.
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Thirteen orphansHands
One of each terminal and honour plus one duplicate.
Kokushi musou in Japanese; a limit hand almost everywhere.
U
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Hidden dora under the indicators, revealed only for a riichi winner.
Can turn a modest riichi into a big hand.
W
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WaitStrategy
The tile or tiles that would complete a ready hand.
Two-sided waits accept the most tiles; single waits the fewest.
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WallPlay
The square of face-down tiles from which players draw.
Two tiles high; its length depends on the set size.
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Wall gamePlay
A hand that ends without a winner because the wall runs out.
Also called a drawn hand; payments depend on the style.
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WindsTiles
The four honour tiles East, South, West and North.
Tied to seats and rounds in Chinese and Japanese scoring.
Y
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A recognised scoring pattern in riichi; every winning hand needs one.
Riichi, tanyao, pinfu and yakuhai are the most common.
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A pung of dragons, your seat wind or the round wind — a one-han yaku.
The easiest way to make an open hand legal.
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A riichi limit hand worth the maximum.
Includes thirteen orphans, four concealed triplets and big three dragons.
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Year handAmerican
A card hand built from the digits of the current year.
The white dragon stands for zero.
Z
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Mandarin for winning by self-draw.
Usually adds value and is paid by all opponents.