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Mahjong glossary

Every term from the learning system, defined plainly. 46 entries.

Bam
Bamboo suit tile, 1–9; 1 Bam usually shows a bird.
Bettor
Fifth player who sits out and bets on a player.
Blind pass
Passing received tiles unseen; first left and last right only.
Call
Claiming the most recent discard.
Card
The annual NMJL list of winning hands.
Charleston
The required pre-play tile passing (first round) plus optional second round and courtesy pass.
Cold wall / hot wall
House rules, not NMJL rules.
Concealed (C)
A hand with no exposures; only the winning tile may be called.
Courtesy pass
Optional 0–3 tile exchange across the table after the Charleston.
Crak
Character suit tile, 1–9; pairs with Red Dragon.
Dead hand
A hand declared unplayable by an opponent; the player stops play but still pays.
Discard
A tile put face up in the center.
Dogging
Defensive play that sacrifices your own hand.
Dot
Circle suit tile, 1–9; pairs with White Dragon.
Down
A discard that has touched the table or been named.
Dragon
Red, Green, or White; four each.
East
The dealer; starts with 14 tiles and discards first.
Exposure
A called group placed face up on the rack.
Flower (F)
One of 8 interchangeable tiles.
Floor
The discard area.
Heavenly Hand
East declaring Mahjong before the Charleston.
Hot tile
A tile likely to complete an opponent's hand.
Joker
One of 8 wild tiles; groups of 3+ only.
Joker exchange
Swapping a natural tile for a joker in an exposure, on your turn, after picking.
Kong
4 identical tiles.
Like numbers
The same number across groups.
Line
One hand on the card.
Line finder
An accessory that highlights one line of the card.
Mahjong
The declaration of a completed hand; also the game's name.
Natural
Any non-joker tile.
NEWS
One each of North, East, West, South; no jokers.
NMJL
National Mah Jongg League, founded 1937.
Pair
2 identical tiles; no jokers.
Pung
3 identical tiles.
Pusher
Rack arm used to push the wall forward.
Quint
5 identical tiles.
Rack
Tile holder; “racking” a tile closes the window to call the prior discard.
Self-pick
Drawing your own winning tile (includes winning via joker exchange).
Sextet
6 identical tiles.
Shuffler
Flat paddle used in pairs to mix tiles.
Singles & Pairs
Concealed, jokerless section; highest values.
Soap
White Dragon; zero in year hands.
Wall
The 19-long, 2-high rows of face-down tiles.
Wall game
A game with no winner; no one pays.
Window of opportunity
The time during which a discard may be called.
Year hand
A hand built on the current year's digits, using Soap as zero.

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