09
Glossary
American mahjong has its own vocabulary, and several words mean something different here than they do in Asian variants. Start typing to filter — most terms below are the ones beginners hear at the table without explanation.
- Bam
- Short for bamboo, one of the three suits. The 1 Bam is the bird tile. Always plural in speech: “I need two bams.”
- Crak
- Also: crack, characterOne of the three suits, marked with a numeral above and the character for ten thousand below.
- Charleston
- The signature mechanicThe mandatory opening exchange: three tiles right, three across, three left, all passed simultaneously.
- Concealed hand
- Marked “C” on the cardA hand that may not use any exposures. Every tile must come off the wall. These print at higher values.
- Courtesy pass
- An optional exchange of up to three tiles between opposite players after the Charleston. Either player may decline.
- Blind pass
- Charleston onlyA way to meet the three-tile requirement on the final pass of a Charleston when your own hand has nothing to spare: pass along one to three tiles you just received, face down, without looking. Allowed only on the last pass of each Charleston — the left pass that ends the first, and the right pass that ends the second. You may never blind-pass a joker.
- Curtsy
- The small push that slides each built wall toward the center before the deal. Walls are curtsied around the table so the dealer can break theirs and dealing begins.
- Dead hand
- A hand that can no longer win — usually because of an illegal call, a wrong exposure, or a misdeclared Mah Jongg. You sit out the rest of the hand.
- Live & dead tile
- A discard stays “live” — claimable by a call — until the next player draws. Once that player takes their tile, the discard is “dead” and can no longer be claimed. Watch the rack: a tile you wanted is gone the moment the turn moves on.
- East seat
- The dealer’s seat for a hand. At the start, everyone rolls; the highest roll takes East and deals first. After that the deal rotates around the table each hand.
- Exposure
- A completed group placed face up on top of your rack after calling a discard. Exposures are public information and remove tiles from play.
- Calling
- Saying “Call” (or “Take it”) the instant a discard completes a group or your winning hand, then exposing the finished set. Only the most recently discarded tile can be claimed, and only by a hand that may legally use it.
- Flower
- One of eight interchangeable flower tiles. In American mahjong flowers are ordinary tiles used inside hands, not bonuses drawn and replaced.
- Joker
- One of eight wild tiles. Usable only inside groups of three or more, never for a single or a pair, and never passed in the Charleston.
- Kong
- Four identical tiles. Because the set holds only four of each, a kong can be built without a joker.
- Mah Jongg
- Also: mahj, mahjongThe declaration made when your fourteen tiles match a card line exactly. Also the name of the completed hand.
- NEWS
- Card shorthand for one each of North, East, West and South. Sometimes printed as a single group; sometimes the winds are split across groups.
- Group of singles
- A card line made of non-matching tiles shown together, such as 2025 or NEWS. Despite looking like pungs on the card, these are single-tile groups: they cannot be called for and cannot use jokers.
- Matching Dragons
- On the cardWhen a hand calls for a “matching” dragon, it means the dragon must share the suit you are building in: Red goes with craks, Green with bams, and Soap (white) with dots. The card prints this so a line stays inside one suit family.
- East = Even
- Card shorthandA memory aid for which winds pair with which numbers on the card. East and West go with even numbers; North and South go with odd numbers. That is why 2468 hands use E/W and 13579 hands use N/S.
- Pung
- Three identical tiles. The basic building block of most hands on the card.
- Quint
- Five of a kind. Since only four copies of each tile exist, a quint always requires at least one joker.
- Rack
- The standing frame that holds your tiles upright, facing you. Exposed groups sit on the top ledge. Racks are why American players never hold tiles in hand.
- Sextet
- Six identical tiles — four naturals plus two jokers, or the like. Appears in the harder high-value hands.
- Single
- A lone tile required by a hand, rather than part of a group. A joker can never substitute for a single.
- Soap
- Also: white dragonThe blank white dragon tile. Written as 0 in card notation. The nickname is universal in American play.
- Wall
- The four stacks of face-down tiles forming a square in the middle of the table. Each player builds nineteen stacks, two tiles high.
- Wall game
- Also: a drawA hand in which the wall runs out before anyone declares. Nobody pays; the tiles are shuffled and redealt.
- Year hand
- A hand built around the digits of the current calendar year. The only section of the card rewritten completely every year.
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