American mahjong terms
Short answer
American mahjong has its own words. The most used are: pung (three identical tiles), kong (four), quint (five), Charleston (the exchange of tiles before play), exposure (a group that you show after a call) and Soap (the White Dragon). The full list follows, in alphabetical order.
Last checked: 14 November 2026. Sources: public pages on the League rules. See how American Mahjong Coach is made.
- Bam
- One of the three suits. The tiles show bamboo sticks. The 1 Bam shows a bird on most sets.
- Blank
- A spare tile with nothing on it. It replaces a lost tile. It is not one of the 152 tiles. Some groups use blanks in a table rule.
- Blind pass
- A pass in the Charleston of tiles that you did not look at. It is allowed on the first Left and on the last Right. See The Charleston.
- Call
- To say that you want the tile that a player just discarded. You can call for an exposure or for mah jongg.
- Card
- The printed list of the hands that win in a year. The National Mah Jongg League prints a new card each year. Each player needs one.
- Charleston
- The exchange of tiles between the players before the first discard: right, across, left, then left, across, right.
- Claim
- To take a called tile: you put it on top of your rack, or you expose tiles from your hand for it.
- Concealed (C)
- A hand that the card marks with C. You may not call a discard for an exposure. You may call only the last tile, for mah jongg.
- Courtesy pass
- The last, optional exchange after the Charleston. You and the player across exchange 0 to 3 tiles.
- Crak
- One of the three suits. The tiles show a Chinese number and a red Chinese character. Also written Crack.
- Dead hand
- A hand that cannot win by the rules, for example because of a wrong number of tiles. The player stops play and still pays the winner.
- Discard
- The tile that a player puts face up on the table at the end of a turn. Also: to do this.
- Dot
- One of the three suits. The tiles show circles.
- Dragon
- Red, Green or White. The set has four of each. Red goes with Craks, Green with Bams, White with Dots.
- East
- The player who starts the game. East gets 14 tiles and makes the first discard. After each game the next player to the right becomes East.
- Exposed (X)
- A hand that the card marks with X. You may call discards for groups of three or more and show them.
- Exposure
- A pung, kong, quint or sextet that lies face up on top of a rack after a call.
- Flower
- One of 8 tiles with different pictures. All 8 count as the same tile. The card shows a flower as F.
- Hot wall, cold wall
- Table rules for the last tiles of the wall. They are not League rules.
- Joker
- One of 8 tiles that can replace any tile in a group of three or more identical tiles. Never in a pair or for a single tile.
- Joker exchange
- In your turn, you give the real tile for a joker in an exposure and you take the joker. Players also say "redeem a joker".
- Jokerless
- A winning hand with no joker. It pays double, except in the Singles and Pairs section.
- Kong
- A group of four identical tiles.
- Like numbers
- The same number. "Any like numbers" on the card means that the groups have the same number, and you choose it.
- Mah jongg
- The word that a player says to declare a complete hand. Also the name of the game. Also written mahjong and mah-jongg.
- Matching dragon
- The dragon that goes with the suit that you use.
- NEWS
- North, East, West and South as four single tiles, as some lines of the card print them.
- Opposite dragon
- A dragon that does not go with the suit that you use.
- Pair
- A group of two identical tiles. No joker can be in a pair.
- Pung
- A group of three identical tiles.
- Pusher
- The arm on a rack that pushes a wall of tiles to the middle of the table.
- Quint
- A group of five identical tiles. A quint of a number tile always needs a joker.
- Rack
- The holder for your tiles. Your hand stands on the sloped front. Exposures lie on the flat top.
- ROLLOR
- A memory word for the Charleston: Right, Over, Left, Left, Over, Right.
- Section
- A group of lines on the card with a common idea, such as 2468 or Consecutive Run.
- Self-picked
- A win with a tile that the winner picked from the wall. Each player pays double.
- Sextet
- A group of six identical tiles.
- Single
- One tile that stands alone in a hand, such as each tile of N E W S. No joker can stand for it.
- Soap
- The usual name for the White Dragon. It is also the zero on the card.
- Suit
- Dots, Bams or Craks. Each suit has the numbers 1 to 9.
- Table rule
- A rule that a group agrees on and that is not in the League rules. Also "house rule".
- Wall
- The row of face-down tiles in front of each rack: 19 stacks of 2 tiles.
- Wall game
- A game that ends with no winner because the wall is empty. Nobody pays.
- Wind
- North, East, West or South. The set has four of each.
- Zero
- The White Dragon used as the digit 0, for example in a year. As a zero it has no suit.
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Practise it
Level 3 of drill 1 asks for group names, counts, and the dragon of each suit. It is a quick test of the words on this page.
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