NMJL Card Categories
Understand each hand category and what makes it unique
The NMJL card organizes hands into categories based on their tile patterns. Understanding these categories helps you quickly identify which hands might work with your starting tiles.
Copyright note: We describe category characteristics without reproducing specific hands from the card. Purchase the official card from the NMJL to see all valid hands.
Year
intermediateJokers HelpfulHands themed around the current year's number (e.g., '2025' for the 2025 card). This section changes completely each year.
Characteristics
- •Uses digits from the current year (e.g., 2, 0, 2, 5)
- •Hands change entirely with each new card
- •Often features creative combinations of the year's digits
- •Typically the first section on the card
- •These hands change every year — study them fresh each spring
- •Look for tiles matching the year's digits in your starting hand
- •Year hands can be surprisingly achievable if the digits align with your tiles
2468 (Evens)
beginnerJokers HelpfulHands using only even-numbered tiles (2, 4, 6, 8). One of the most beginner-friendly categories on the card.
Characteristics
- •Uses only tiles numbered 2, 4, 6, or 8
- •Often combined with Dragons or Flowers
- •Many options for different suit combinations
- •Good starting point for new players
- •If your starting hand has many even numbers, look here first
- •4s appear in many even hands - they're valuable
- •Watch what others discard to know if evens are safe
13579 (Odds)
beginnerJokers HelpfulHands using only odd-numbered tiles (1, 3, 5, 7, 9). Similar to evens but with different strategic considerations.
Characteristics
- •Uses only tiles numbered 1, 3, 5, 7, or 9
- •Terminals (1s and 9s) feature prominently
- •May include Dragons or Winds
- •Slightly more complex than evens
- •1s and 9s are key tiles for this category
- •Odd hands often have more concealed options
- •If someone discards many evens, odd hands might be available
Consecutive Run
intermediateJokers HelpfulHands built on sequences of consecutive numbers. Requires tiles that flow in numerical order.
Characteristics
- •Numbers must be in sequence (e.g., 1-2-3 or 4-5-6)
- •Often spans multiple suits
- •Requires careful planning for tile order
- •Can be harder to complete if key tiles are discarded
- •Watch the discards carefully - one missing number ruins the hand
- •Flexible starting hands work best
- •Consider backup hands in case you can't complete the run
Any Like Numbers
intermediateJokers HelpfulHands featuring the same number repeated across different suits. Creates symmetrical patterns.
Characteristics
- •Same number appears in multiple suits
- •Creates visually striking hands
- •Often requires specific suit combinations
- •Good for hands with repeated tiles
- •If you have multiple copies of one number, check this section
- •Like Numbers hands benefit from Joker flexibility
- •Watch for other players collecting the same tiles
Addition Hands
intermediateJokers HelpfulHands where tile numbers relate to specific totals or mathematical patterns. This category appears on some years but not others — the 2025 card dropped it, redistributing math-based hands into 2468, 13579, and 369.
Characteristics
- •Numbers must sum to target values
- •Involves number relationships and patterns
- •Often combined with Dragons
- •Multiple valid combinations possible
- •Know your basic addition facts quickly
- •Multiple tile combinations can reach the same sum
- •Flexibility in which tiles you use is an advantage
Quints
advancedJokers RequiredHands featuring five-of-a-kind sets. Only possible with Jokers since you can't have 5 identical tiles.
Characteristics
- •Requires Jokers to complete (only 4 of each tile exist)
- •High point values due to difficulty
- •Joker management is critical
- •Often spectacular when completed
- •You MUST have Jokers to make a Quint
- •Hoard Jokers if pursuing this category
- •Be prepared to switch if Jokers aren't available
Singles and Pairs
advancedNo JokersHands built primarily from pairs and single tiles rather than Pungs/Kongs. Jokers CANNOT be used.
Characteristics
- •No Jokers allowed in these hands
- •Pairs (two identical tiles) are common
- •Single tiles may appear
- •Must be played without wild cards
- •Do NOT use Jokers - they invalidate the hand
- •These are harder because you can't use wild cards
- •Often best for experienced players
- •Concealed versions are especially challenging
Winds and Dragons
intermediateJokers HelpfulHands built around Wind tiles (N, E, W, S) and Dragon tiles (Red, Green, White). These honor tiles feature prominently in their own category.
Characteristics
- •Uses Wind and/or Dragon tiles as central elements
- •Often combined with suited tiles in specific patterns
- •Dragons and Winds are honor tiles — they form pungs, kongs, or pairs, but never sequences
- •Some hands require all four Winds (NEWS)
- •If you draw multiple Wind or Dragon tiles early, check this section
- •NEWS hands need all four winds - watch for discarded winds
- •Dragon pungs are valuable building blocks for many hands
369
intermediateJokers HelpfulHands featuring the numbers 3, 6, and 9. A subset of odd numbers with its own section.
Characteristics
- •Uses only tiles numbered 3, 6, or 9
- •Often combined with Dragons
- •Narrower tile pool than full odds
- •Can overlap with other categories
- •Fewer tile options means more competition for tiles
- •Dragons often complete 369 hands
- •If you see many 3-6-9 tiles discarded, this category may be blocked