Mahjong Glossary
A comprehensive dictionary of 122+ mahjong terms covering American, Riichi (Japanese), Hong Kong, Chinese Classical, and more. Whether you're a beginner learning the basics or exploring new variants, this glossary will help you master the language of mahjong.
Last updated: January 25, 2026
A2 terms
- All HonorsChinese/HK Styles
- A hand using only wind and dragon tiles. A limit hand in most variants.
- All PungsChinese/HK Styles
- A hand containing four pungs/kongs and a pair with no sequences. Worth 3 faan in Hong Kong or a yaku in Riichi (toitoi).
Hong KongRiichiChinese
Hong KongRiichi
See also: Toitoi
B9 terms
- BaimanScoring
- Score threshold in Riichi for 8-10 han, worth 16,000/24,000 points.
- BamboosTile Types
- One of the three suits, also called Bams or Sticks. Shows bamboo stalks representing strings of ancient Chinese coins.
- Betaori(beh-tah-oh-ree)Strategy
- Riichi term for completely defensive play, giving up on winning to avoid dealing in.
- Big Four WindsChinese/HK Styles
- Limit hand with pungs/kongs of all four winds.
- Big Three DragonsChinese/HK Styles
- A hand containing pungs/kongs of all three dragons. A limit hand or high-scoring pattern.
- Blind PassAmerican Mahjong
- Passing tiles without looking at them, typically when you receive tiles you don't want to keep.
- Blood BattleChinese/HK Styles
- Sichuan mahjong rule where play continues after the first win until three players have won or the wall is exhausted.
- Breaking the WallGameplay
- The process of determining where to start drawing tiles at the beginning of a hand, typically using dice.
Riichi
Riichi
Hong KongRiichiChinese
Hong KongRiichiChinese
American
Sichuan
See also: Voiding a Suit
C11 terms
- CardAmerican Mahjong
- The official NMJL scoring card listing all valid winning hands for the year. A new card is released each spring.
- CharactersTile Types
- One of the three suits, also called Craks, Wan, or Ten Thousands. Features Chinese numerals on top and the character for 'ten thousand' on bottom.
- CharlestonAmerican Mahjong
- A pre-game ritual in American mahjong where players pass tiles in a set pattern (right, across, left) to improve their starting hands.
- Chicken HandChinese/HK Styles
- A winning hand worth zero faan in Hong Kong mahjong. Cannot win with a chicken hand under the standard 3-faan minimum rule.
- Chinitsu(chee-nee-tsoo)Riichi (Japanese)
- Yaku worth 6 han (5 if open) for a hand using only one suit with no honors. One of the highest-scoring common yaku.
- Chow(chow)Sets & Melds
- A sequence of three consecutive tiles in the same suit (e.g., 4-5-6 of Bamboos). Also called a 'run' in American Mahjong. In American Mahjong, you cannot call a discard to expose a run mid-game — runs can only be called if the discard completes your Mahjong.
- ClaimBasic Terms
- To take another player's discard to complete a set or win. Also called 'calling' a tile.
- ConcealedSets & Melds
- Tiles or sets that are hidden from other players (face-down on rack). Worth more in scoring than exposed tiles.
- Courtesy PassAmerican Mahjong
- An optional final pass of 0-3 tiles across after the Charleston is complete. The player wanting to pass the fewest tiles determines the number exchanged.
- CraksTile Types
- American mahjong term for the Characters suit. The name comes from the 'cracked' appearance of the Chinese characters on the tiles.
American
See also: NMJL
American
Hong Kong
See also: Faan
Riichi
See also: Exposed
American
American
See also: Characters
D11 terms
- Dangerous TileStrategy
- A tile likely to complete an opponent's hand. Also called a 'hot tile.'
- Dead TileGameplay
- A discarded tile that can no longer be claimed because play has moved on.
- Dead WallBasic Terms
- A section of tiles set aside at the start that aren't drawn during normal play. Used for replacement draws after kongs and, in Riichi, for dora indicators.
- DealerBasic Terms
- The player who starts the round, typically seated East. In many variants, the dealer has advantages or disadvantages in scoring.
- DefenseStrategy
- Playing safely to avoid dealing into an opponent's winning hand, even at the cost of your own progress.
- DiscardBasic Terms
- A tile placed face-up in the center after a player's turn. Other players may claim discards to complete sets.
- Dora(doh-rah)Riichi (Japanese)
- Bonus tiles in Riichi mahjong that add han value. Indicated by a face-up tile in the dead wall - the next tile in sequence is the actual dora.
- DotsTile Types
- One of the three suits, also called Circles, Coins, or Wheels. Shows circular designs representing ancient Chinese coins.
- Double RiichiRiichi (Japanese)
- Declaring riichi on your very first turn before discarding. Worth 2 han instead of 1.
- DragonsTile Types
- Three types of honor tiles: Red Dragon (中), Green Dragon (發), and White Dragon (白). Red symbolizes success, Green prosperity, White purity.
See also: Live Tile
See also: Offense
Riichi
Riichi
See also: Honor Tiles
E5 terms
- Earthly HandChinese/HK Styles
- When a non-dealer wins on the dealer's first discard. An instant limit hand.
- Edge WaitStrategy
- Waiting on a 3 to complete 1-2 or a 7 to complete 8-9. Only one tile can complete it.
- ExposedSets & Melds
- Tiles placed face-up for all to see, either from claiming discards or declaring kongs. Also called 'open.'
- ExposureSets & Melds
- A set that has been placed face-up on the table after claiming a discard. In American mahjong, placed on top of the rack.
Hong KongRiichiChinese
See also: Heavenly Hand
American
See also: Exposed
F9 terms
- Faan(fahn)Scoring
- Scoring unit in Hong Kong/Cantonese mahjong, similar to 'doubles.' Most games require a minimum of 3 faan to win. Hands cap at 10 faan (the limit), scoring maximum points regardless of additional bonuses.
- Fan(fahn)Scoring
- Scoring unit in Sichuan and some Chinese variants. Each fan doubles the hand value.
- First CharlestonAmerican Mahjong
- The mandatory first set of three passes: Right, Across, Left.
- Flower PigChinese/HK Styles
- In Sichuan mahjong, a player who hasn't properly voided their suit by game end. Subject to penalties.
- FlowersTile Types
- Tiles depicting Plum, Orchid, Chrysanthemum, and Bamboo (the Four Gentlemen). In Asian variants, flowers are immediately revealed when drawn and replaced with a tile from the wall, scoring bonus points. In American Mahjong, flowers are used as regular tiles in hands — they can form pairs and sets on the NMJL card.
- FoldStrategy
- To abandon your winning attempt and focus purely on defense, discarding only safe tiles.
- Fu(foo)Scoring
- Minipoints in Riichi mahjong calculated from hand composition (set types, wait patterns). Combined with han to determine final score.
- Full FlushChinese/HK Styles
- A hand using only one suit with no honors. Worth 7 faan in Hong Kong or chinitsu (6 han) in Riichi.
- Furiten(foo-ree-ten)Riichi (Japanese)
- A state where you cannot win by ron (claiming discards) because you've previously discarded a tile that could complete your hand. Furiten also applies temporarily if you pass on a winning discard, and permanently after riichi if you skip any win. A player in furiten can still win by tsumo (self-draw).
Hong Kong
SichuanChinese
American
Sichuan
Riichi
Riichi
See also: Han
Hong KongRiichi
Riichi
G2 terms
- GameBasic Terms
- A complete session of mahjong, typically consisting of East and South rounds (8 hands minimum).
- Green Dragon(fah)Tile Types
- Honor tile (發, Fa) symbolizing prosperity and wealth. The character means 'prosperity' or 'to get rich.'
H10 terms
- Half FlushChinese/HK Styles
- A hand using only one suit plus honor tiles. Worth 3 faan in Hong Kong or honitsu (3 han) in Riichi.
- Han(hahn)Scoring
- Scoring unit in Riichi mahjong representing the value of yaku and dora. Each han roughly doubles the hand's base value up to certain limits.
- HandBasic Terms
- The tiles a player holds during the game, or a complete round of play from deal to win or draw.
- HanemanScoring
- Score threshold in Riichi for 6-7 han, worth 12,000/18,000 points.
- Heavenly HandChinese/HK Styles
- When the dealer wins on their initial 14 tiles without drawing. An instant limit hand.
- Honitsu(hoh-nee-tsoo)Riichi (Japanese)
- Yaku worth 3 han (2 if open) for a hand using one suit plus honor tiles only.
- Honor TilesTile Types
- Collective term for Wind tiles (East, South, West, North) and Dragon tiles (Red, Green, White). Not part of any suit.
- Hot TileAmerican Mahjong
- A tile that is likely to help an opponent win. Discarding a hot tile is risky.
- Hot WallAmerican Mahjong
- When multiple players are close to winning, making any discard dangerous.
Hong KongRiichi
Riichi
Riichi
Hong KongRiichiChinese
See also: Earthly Hand
Riichi
American
See also: Hot Wall
American
I1 term
- Ippatsu(ee-pah-tsoo)Riichi (Japanese)
- Bonus yaku for winning within one turn of declaring riichi, before anyone calls a tile.
Riichi
J2 terms
- JokerTile Types
- Wild card tile used in American mahjong (8 per set). Can substitute for any tile in a group of three or more -- pungs, kongs, quints, or sextets -- but not in pairs or singles.
- Joker ExchangeAmerican Mahjong
- In American mahjong, trading a natural tile for a joker in another player's exposure. The replacing tile must match what the joker represents.
American
American
See also: Joker
K3 terms
- Kabe(kah-beh)Strategy
- Defense technique where tiles are safer if all four copies of an adjacent tile are visible.
- Kan-doraRiichi (Japanese)
- Additional dora indicators revealed when a player declares a kong (kan). Each kong adds one more dora indicator.
Riichi
Riichi
L2 terms
- Limit HandScoring
- A hand that scores the maximum possible points, regardless of additional bonuses. Examples: Thirteen Orphans, Nine Gates.
- Live TileGameplay
- The most recently discarded tile, which can still be claimed. Becomes 'dead' once the next player draws or discards.
See also: Yakuman
See also: Dead Tile
M4 terms
- Mahjong(mah-JONG)Basic Terms
- A tile-based game for four players that originated in China. Also the call made when completing a winning hand. The name is often said to derive from 'sparrow' in Chinese, referring to the clicking sound tiles make when shuffled.
- Mangan(mahn-gahn)Scoring
- A score threshold in Riichi mahjong (5 han) worth 8,000 points from a non-dealer or 12,000 from dealer.
Riichi
N2 terms
- Nine GatesChinese/HK Styles
- Rare limit hand in one suit: 1112345678999 plus any tile from that suit. Also called 'Nine Lanterns.'
- NMJLAmerican Mahjong
- National Mah Jongg League - the standard-setting authority that has published the official American mahjong card annually since 1937.
Hong KongRiichiChinese
American
See also: Card
O3 terms
- OffenseStrategy
- Aggressive play focused on completing your own hand quickly, accepting more risk.
- Open WaitStrategy
- Waiting on either end of a sequence like 4-5 (waiting for 3 or 6). Best type of sequence wait.
- Own WindGameplay
- The wind corresponding to a player's seat position (East, South, West, North). Pungs of own wind score extra.
See also: Defense
P6 terms
- PairSets & Melds
- Two identical tiles required to complete most winning hands. Also called 'eyes' or 'head.'
- Pinfu(pin-foo)Riichi (Japanese)
- Yaku worth 1 han for a concealed hand with four sequences, a valueless pair, and a two-sided wait.
- Prevailing WindGameplay
- The wind of the current round (East round or South round). Pungs of the prevailing wind score extra.
- Pung(pung)Sets & Melds
- A set of three identical tiles (e.g., three 5-Dots or three East winds). Also spelled 'pong.'
- PushStrategy
- To continue pursuing your hand aggressively despite the risk of dealing into an opponent.
Riichi
Riichi
See also: Fold
Q1 term
R7 terms
- Red Dragon(zhong)Tile Types
- Honor tile (中, Zhong) symbolizing success and good fortune. Often displayed with a red Chinese character meaning 'center' or 'hit.'
- Riichi(ree-chee)Riichi (Japanese)
- A declaration in Japanese mahjong when your concealed hand is one tile from winning. Costs 1,000 points but adds bonuses including ura-dora.
- Ron(rohn)Gameplay
- In Riichi mahjong, declaring a win by claiming another player's discard.
- RoundBasic Terms
- A set of hands where each player has been dealer at least once. Games typically consist of East round and South round.
- Round WindGameplay
- Same as prevailing wind - East during East round, South during South round.
Riichi
Riichi
See also: Tsumo
See also: Prevailing Wind
S14 terms
- Safe TileStrategy
- A tile that cannot be used by a specific opponent to win, typically because they've already discarded it.
- SanbaimanScoring
- Score threshold in Riichi for 11-12 han, worth 24,000/36,000 points.
- SeasonsTile Types
- Bonus tiles depicting Spring, Summer, Autumn, and Winter. Work like Flower tiles for scoring.
- Seat WindGameplay
- Same as own wind - the wind assigned to your position at the table.
- Second CharlestonAmerican Mahjong
- An optional additional set of passes after the first Charleston, going Left, Across, Right.
- Self-DrawGameplay
- Winning by drawing your final tile from the wall rather than claiming a discard. Often scores bonus points. In Hong Kong mahjong, a self-drawn win means all three opponents pay double.
- SequenceSets & Melds
- Another name for a chow or run. Three consecutive suited tiles.
- SetSets & Melds
- A group of tiles that forms a valid combination: pung (triplet), kong (quad), chow (sequence), or quint (five of a kind with jokers).
- SimplesTile Types
- Tiles numbered 2-8 in any suit. Also called 'minor tiles.' Easier to use in sequences than terminals.
- Singles and PairsAmerican Mahjong
- Hands on the NMJL card that contain individual tiles or pairs rather than just pungs/kongs. Cannot use jokers.
- Small Four WindsChinese/HK Styles
- Hand with pungs of three winds and a pair of the fourth.
- Small Three DragonsChinese/HK Styles
- A hand with pungs of two dragons and a pair of the third dragon.
- Suit TilesTile Types
- The three numbered tile categories: Characters (Craks), Bamboos (Bams), and Dots (Circles). Each suit has tiles numbered 1-9 with four copies each.
- Suji(soo-jee)Strategy
- A Riichi defense technique based on the theory that if 4 is discarded, 1 and 7 are safer. Based on sequence wait patterns.
See also: Dangerous Tile
Riichi
See also: Own Wind
American
See also: Tsumo
See also: Terminals
American
Hong KongRiichiChinese
Hong KongRiichiChinese
Riichi
T8 terms
- Tai(tie)Scoring
- Scoring unit in Taiwanese mahjong. Unlike faan/han, tai points stack additively rather than multiplicatively. In the Traditional system, collecting all 8 flowers and seasons scores 30 tai.
- Tanyao(tahn-yow)Riichi (Japanese)
- Common yaku worth 1 han for a hand using only simples (2-8) with no terminals or honors.
- Tenpai(ten-pie)Gameplay
- Being one tile away from completing a winning hand. Also called 'ready' or 'waiting.'
- TerminalsTile Types
- Tiles numbered 1 or 9 in any suit. Also called 'terminal tiles' or 'ends.' More valuable than simples in most scoring systems.
- Thirteen OrphansChinese/HK Styles
- Special limit hand containing one of each terminal and honor (1 and 9 of each suit, all winds and dragons) plus one duplicate.
- Tile EfficiencyStrategy
- The skill of arranging your hand to maximize the number of tiles that improve it.
- Toitoi(toy-toy)Riichi (Japanese)
- Yaku worth 2 han for a hand with four pungs/kongs and a pair (all triplets, no sequences).
Taiwanese
Riichi
See also: Simples
Hong KongRiichiChinese
Riichi
U1 term
V1 term
- Voiding a SuitChinese/HK Styles
- In Sichuan mahjong, declaring one suit you won't use and discarding all tiles of that suit before normal play.
Sichuan
See also: Blood Battle
W6 terms
- WaitStrategy
- The tile(s) that would complete your tenpai hand. Waits can be open (many tiles), closed (few tiles), or single.
- WaitingGameplay
- The state of being one tile from winning. Also describes which specific tiles would complete the hand.
- WallBasic Terms
- The arrangement of face-down tiles from which players draw. At game start, tiles are arranged in a square formation resembling walls.
- Wall GameGameplay
- When all tiles are drawn without anyone winning. Also called a draw, exhaustive draw, or 'goulash.'
- White Dragon(bye)Tile Types
- Honor tile (白, Bai) symbolizing purity. May appear blank or with a blue/black frame depending on the set.
- WindsTile Types
- Four types of honor tiles: East (東), South (南), West (西), and North (北). Four copies of each in a standard set.
See also: Tenpai
See also: Draw
Y2 terms
- Yaku(yah-koo)Riichi (Japanese)
- Scoring patterns in Riichi mahjong. A hand must have at least one yaku to win - simply completing a hand isn't enough.
- Yakuman(yah-koo-mahn)Riichi (Japanese)
- Limit hand in Riichi mahjong worth maximum points (32,000 from non-dealer). Examples: Thirteen Orphans, Four Concealed Pungs.
Riichi
See also: Han
Riichi
See also: Limit Hand
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