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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 Helpful

Hands 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
Tips
  • 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 Helpful

Hands 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
Tips
  • 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 Helpful

Hands 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
Tips
  • 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 Helpful

Hands 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
Tips
  • 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 Helpful

Hands 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
Tips
  • 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 Helpful

Hands 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
Tips
  • 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 Required

Hands 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
Tips
  • 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 Jokers

Hands 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
Tips
  • 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 Helpful

Hands 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)
Tips
  • 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 Helpful

Hands 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
Tips
  • 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

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