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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.
Hong KongRiichiChinese
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 KongRiichi
See also: Toitoi

B9 terms

BaimanScoring
Score threshold in Riichi for 8-10 han, worth 16,000/24,000 points.
Riichi
BamboosTile Types
One of the three suits, also called Bams or Sticks. Shows bamboo stalks representing strings of ancient Chinese coins.
See also: Bams, Suit Tiles
BamsTile Types
Short for Bamboos. One of the three main suits in mahjong.
See also: Bamboos
Betaori(beh-tah-oh-ree)Strategy
Riichi term for completely defensive play, giving up on winning to avoid dealing in.
Riichi
Big Four WindsChinese/HK Styles
Limit hand with pungs/kongs of all four winds.
Hong KongRiichiChinese
Big Three DragonsChinese/HK Styles
A hand containing pungs/kongs of all three dragons. A limit hand or high-scoring pattern.
Hong KongRiichiChinese
Blind PassAmerican Mahjong
Passing tiles without looking at them, typically when you receive tiles you don't want to keep.
American
Blood BattleChinese/HK Styles
Sichuan mahjong rule where play continues after the first win until three players have won or the wall is exhausted.
Sichuan
See also: Voiding a Suit
Breaking the WallGameplay
The process of determining where to start drawing tiles at the beginning of a hand, typically using dice.

C11 terms

CardAmerican Mahjong
The official NMJL scoring card listing all valid winning hands for the year. A new card is released each spring.
American
See also: NMJL
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.
See also: Craks, Suit Tiles
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.
American
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.
Hong Kong
See also: Faan
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.
Riichi
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.
See also: Sequence, Run
CirclesTile Types
Another name for the Dots suit.
See also: Dots
ClaimBasic Terms
To take another player's discard to complete a set or win. Also called 'calling' a tile.
See also: Discard, Exposure
ConcealedSets & Melds
Tiles or sets that are hidden from other players (face-down on rack). Worth more in scoring than exposed tiles.
See also: Exposed
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.
American
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: Characters

D11 terms

Dangerous TileStrategy
A tile likely to complete an opponent's hand. Also called a 'hot tile.'
See also: Safe Tile, Hot Tile
Dead TileGameplay
A discarded tile that can no longer be claimed because play has moved on.
See also: Live Tile
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.
See also: Kong, Dora
DealerBasic Terms
The player who starts the round, typically seated East. In many variants, the dealer has advantages or disadvantages in scoring.
See also: East, Round
DefenseStrategy
Playing safely to avoid dealing into an opponent's winning hand, even at the cost of your own progress.
See also: Offense
DiscardBasic Terms
A tile placed face-up in the center after a player's turn. Other players may claim discards to complete sets.
See also: Claim, Call
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.
Riichi
See also: Ura-dora, Kan-dora
DotsTile Types
One of the three suits, also called Circles, Coins, or Wheels. Shows circular designs representing ancient Chinese coins.
See also: Circles, Suit Tiles
Double RiichiRiichi (Japanese)
Declaring riichi on your very first turn before discarding. Worth 2 han instead of 1.
Riichi
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: Honor Tiles
DrawBasic Terms
To take a tile from the wall at the start of your turn.
See also: Discard, Self-Draw

E5 terms

Earthly HandChinese/HK Styles
When a non-dealer wins on the dealer's first discard. An instant limit hand.
Hong KongRiichiChinese
See also: Heavenly 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.'
See also: Concealed, Exposure
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.
American
See also: Exposed
EyesSets & Melds
The pair needed to complete a winning hand. Also called 'head.'
See also: Pair, Head

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.
Hong Kong
Fan(fahn)Scoring
Scoring unit in Sichuan and some Chinese variants. Each fan doubles the hand value.
SichuanChinese
First CharlestonAmerican Mahjong
The mandatory first set of three passes: Right, Across, Left.
American
Flower PigChinese/HK Styles
In Sichuan mahjong, a player who hasn't properly voided their suit by game end. Subject to penalties.
Sichuan
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.
See also: Seasons, Bonus Tiles
FoldStrategy
To abandon your winning attempt and focus purely on defense, discarding only safe tiles.
Riichi
Fu(foo)Scoring
Minipoints in Riichi mahjong calculated from hand composition (set types, wait patterns). Combined with han to determine final score.
Riichi
See also: Han
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.
Hong KongRiichi
See also: Half Flush, Chinitsu
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).
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.
Hong KongRiichi
See also: Full Flush, Honitsu
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.
Riichi
See also: Fu, Yaku
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.
Riichi
Heavenly HandChinese/HK Styles
When the dealer wins on their initial 14 tiles without drawing. An instant limit hand.
Hong KongRiichiChinese
See also: Earthly Hand
Honitsu(hoh-nee-tsoo)Riichi (Japanese)
Yaku worth 3 han (2 if open) for a hand using one suit plus honor tiles only.
Riichi
Honor TilesTile Types
Collective term for Wind tiles (East, South, West, North) and Dragon tiles (Red, Green, White). Not part of any suit.
See also: Winds, Dragons
Hot TileAmerican Mahjong
A tile that is likely to help an opponent win. Discarding a hot tile is risky.
American
See also: Hot Wall
Hot WallAmerican Mahjong
When multiple players are close to winning, making any discard dangerous.
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.
American
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
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.
Riichi
Kan-doraRiichi (Japanese)
Additional dora indicators revealed when a player declares a kong (kan). Each kong adds one more dora indicator.
Riichi
See also: Dora, Kong
Kong(kong)Sets & Melds
A set of four identical tiles. Can be concealed (all drawn) or exposed (one claimed). Requires drawing a replacement tile from the dead wall.
See also: Pung, Quad

L2 terms

Limit HandScoring
A hand that scores the maximum possible points, regardless of additional bonuses. Examples: Thirteen Orphans, Nine Gates.
See also: Yakuman
Live TileGameplay
The most recently discarded tile, which can still be claimed. Becomes 'dead' once the next player draws or discards.
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
MeldSets & Melds
Another word for a set. A valid combination of tiles within a hand.
See also: Set
Middle WaitStrategy
Waiting on one tile to complete a sequence like 3-5 (waiting for 4). Also called 'closed wait.'
See also: Edge Wait, Open Wait

N2 terms

Nine GatesChinese/HK Styles
Rare limit hand in one suit: 1112345678999 plus any tile from that suit. Also called 'Nine Lanterns.'
Hong KongRiichiChinese
NMJLAmerican Mahjong
National Mah Jongg League - the standard-setting authority that has published the official American mahjong card annually since 1937.
American
See also: Card

O3 terms

OffenseStrategy
Aggressive play focused on completing your own hand quickly, accepting more risk.
See also: Defense
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.

P6 terms

PairSets & Melds
Two identical tiles required to complete most winning hands. Also called 'eyes' or 'head.'
See also: Eyes, 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.
Riichi
PongSets & Melds
Alternative spelling of pung. A triplet of three identical tiles.
See also: Pung
Prevailing WindGameplay
The wind of the current round (East round or South round). Pungs of the prevailing wind score extra.
See also: Own Wind, Round Wind
Pung(pung)Sets & Melds
A set of three identical tiles (e.g., three 5-Dots or three East winds). Also spelled 'pong.'
See also: Kong, Triplet
PushStrategy
To continue pursuing your hand aggressively despite the risk of dealing into an opponent.
Riichi
See also: Fold

Q1 term

QuintSets & Melds
A set of five identical tiles, only possible with jokers in American mahjong.
American
See also: Kong, Joker

R7 terms

ReadyGameplay
English term for tenpai - needing only one tile to win.
See also: Tenpai, Waiting
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.
Riichi
See also: Tenpai, Ura-dora
Ron(rohn)Gameplay
In Riichi mahjong, declaring a win by claiming another player's discard.
Riichi
See also: Tsumo
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.
See also: Prevailing Wind
RunSets & Melds
American Mahjong term for a chow/sequence. Three consecutive suited tiles (e.g., 3-4-5 Dots). In American Mahjong, runs cannot be called as intermediate exposures — only if the discard completes your Mahjong.
See also: Chow, Sequence

S14 terms

Safe TileStrategy
A tile that cannot be used by a specific opponent to win, typically because they've already discarded it.
See also: Dangerous Tile
SanbaimanScoring
Score threshold in Riichi for 11-12 han, worth 24,000/36,000 points.
Riichi
SeasonsTile Types
Bonus tiles depicting Spring, Summer, Autumn, and Winter. Work like Flower tiles for scoring.
See also: Flowers, Bonus Tiles
Seat WindGameplay
Same as own wind - the wind assigned to your position at the table.
See also: Own Wind
Second CharlestonAmerican Mahjong
An optional additional set of passes after the first Charleston, going Left, Across, Right.
American
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.
See also: Tsumo
SequenceSets & Melds
Another name for a chow or run. Three consecutive suited tiles.
See also: Chow, Run
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).
See also: Meld, Pung, Kong, Chow
SimplesTile Types
Tiles numbered 2-8 in any suit. Also called 'minor tiles.' Easier to use in sequences than terminals.
See also: Terminals
Singles and PairsAmerican Mahjong
Hands on the NMJL card that contain individual tiles or pairs rather than just pungs/kongs. Cannot use jokers.
American
Small Four WindsChinese/HK Styles
Hand with pungs of three winds and a pair of the fourth.
Hong KongRiichiChinese
Small Three DragonsChinese/HK Styles
A hand with pungs of two dragons and a pair of the third dragon.
Hong KongRiichiChinese
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.
See also: Characters, Bamboos, Dots
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.
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.
Taiwanese
Tanyao(tahn-yow)Riichi (Japanese)
Common yaku worth 1 han for a hand using only simples (2-8) with no terminals or honors.
Riichi
Tenpai(ten-pie)Gameplay
Being one tile away from completing a winning hand. Also called 'ready' or 'waiting.'
See also: Ready, 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.
See also: Simples
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.
Hong KongRiichiChinese
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).
Riichi
Tsumo(tsoo-moh)Gameplay
In Riichi mahjong, declaring a win by self-draw from the wall.
Riichi
See also: Ron, Self-Draw

U1 term

Ura-dora(oo-rah doh-rah)Riichi (Japanese)
Hidden dora revealed only when a riichi declarer wins. The tiles under the dora indicators become additional dora indicators.
Riichi
See also: Dora, Riichi

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.
See also: Tenpai
WaitingGameplay
The state of being one tile from winning. Also describes which specific tiles would complete the hand.
See also: Tenpai, Ready
WallBasic Terms
The arrangement of face-down tiles from which players draw. At game start, tiles are arranged in a square formation resembling walls.
See also: Dead Wall, Draw
Wall GameGameplay
When all tiles are drawn without anyone winning. Also called a draw, exhaustive draw, or 'goulash.'
See also: Draw
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.

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.
Riichi
See also: Han
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: Limit Hand

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