Essentials

A visual primer for American Mah Jongg

Every tile at a glance, plus the language of the card, colors, suits, and the building blocks of every hand. A friendly place to start before you sit down to play.

The 152 tiles of American Mah Jongg, arranged by suit: Bams with Green Dragons, Cracks with Red Dragons, Dots with White Dragons, Flowers and Seasons, Winds, and Jokers

Tile basics

152 tiles, six families

A full American Mah Jongg set has 152 tiles. Once you can name the families, the rest of the game starts to fall into place.

Bams (Bamboos)

40 tiles

Numbered 1–9, four of each. The 1 Bam is the bird. Paired on the card with the Green Dragon.

Cracks (Characters)

40 tiles

Numbered 1–9, four of each, with Chinese character markings. Paired with the Red Dragon.

Dots (Circles)

40 tiles

Numbered 1–9, four of each. Paired with the White Dragon (the framed blank/'soap').

Winds

16 tiles

North, East, West, South, four of each. Used in the Winds–Dragons section and a few specialty hands.

Flowers & Seasons

8 tiles

Eight Flower tiles total. The card treats them as interchangeable Flowers, no need to match the picture.

Jokers

8 tiles

Wildcards. Powerful, but with strict rules about where they can and can't be used (see below).

Reading the card

What the three colors mean

The National Mah Jongg League card uses three ink colors to tell you which suits go together. Each color is a slot, pick a suit family for that color and stick with it across the whole hand.

Green

One suit family. Most often used as Bams (with the Green Dragon when dragons appear).

Red

A different suit family. Often used as Cracks (with the Red Dragon).

Blue

A third suit family, distinct from the other two. Often used as Dots (with the White Dragon).

The key rule: the three colors must be three different suits. You choose which suit goes with which color when you build the hand, but they can't repeat. Single-color hands stay in one suit; two- or three-color hands switch suits at each color change.

The vocabulary

Singles, pairs, pungs, kongs & more

Every hand on the card is made up of small groupings of identical tiles. The card shows them in a row, once you know the words, you can read any hand.

1

Single

One tile, all by itself. Common in the Singles & Pairs section.

2

Pair

Two identical tiles.

3

Pung

Three identical tiles.

4

Kong

Four identical tiles.

5

Quint

Five identical tiles, only possible because of jokers.

6

Sextet

Six identical tiles. Rare, and only on hands designed for them.

The card

All nine sections, explained

The 2026 National Mahjongg League (NMJL) card features 72 printed hands across 9 distinct categories. Due to the various suit options and wild-card variables, there are over 1,000 possible winning combinations available to play. Knowing the headers helps you choose a hand quickly and recognize what others might be playing.

2026

Hands built around the current year's number. The digits 2, 0, 2 and 6 appear as suit tiles, winds, or jokers depending on the hand.

2468

Even-number hands. Every numbered tile in the hand is 2, 4, 6, or 8, across one, two, or three suits.

Any Like Numbers

Pick any one number, 1 through 9, and build the hand from that single number across the suits.

Quints

Hands that require groups of five, only buildable with jokers in pungs and kongs of the same tile.

Consecutive Run

A sequence of consecutive numbers (for example 3-4-5-6-7). You choose where the run starts.

13579

Odd-number hands. Mirror of 2468, every numbered tile is 1, 3, 5, 7, or 9.

Winds–Dragons

Hands built mostly from winds (N, E, W, S) and dragons (Green, Red, White), with little or no numbered suit tiles.

369

Hands built only from the numbers 3, 6, and 9.

Singles and Pairs

The hardest section: every tile is a single or a pair, no pungs or kongs. Jokers are not allowed here.

Wildcards, with rules

Joker basics

Jokers are powerful, but they don't go anywhere. Learn what they can and can't do and you'll avoid the most common beginner mistakes.

Jokers CAN

  • • Stand in for any tile inside a pung, kong, quint, or sextet
  • • Be used anywhere a group of three or more identical tiles is required
  • • Be redeemed (swapped) from another player's exposure if you hold the real tile

Jokers CAN'T

  • • Be used as a single or in a pair
  • • Be used anywhere in the Singles & Pairs section
  • • Be redeemed from a player's own exposure, or swapped for another joker
Redeeming a joker: on your turn, if another player has a joker exposed in a group and you hold the actual tile that joker is standing in for, you can offer the real tile and take the joker into your hand. It's one of the most satisfying moves in the game.

Ready to learn from a person, not a page?

The card makes a lot more sense across a table with tiles in your hands. That's where lessons come in.