What Is an American Mahjong Card?
The American Mahjong card is the single sheet, published each year by the National Mah Jongg League (NMJL), that lists every valid winning hand for that year's play. Where many Mahjong variants use a fixed set of standard hands, American Mahjong refreshes its list annually — which is both what makes the game endlessly interesting and what makes the card feel intimidating at first.
Think of the card as the game's answer key. Every legal winning hand is a specific arrangement of 14 tiles, and the card tells you exactly which arrangements count. Your job during a game is to draw, discard, and trade until your rack holds one complete pattern from the card — then declare Mahjong.
Because the card changes every year, you always need the current edition. A hand that was valid last year may not appear on this year's card, and a few details — categories, colors, notation — can shift between editions. For the full game context, see our complete beginner's guide.
How the Card Is Organized
The card groups its winning hands into categories. A category collects related patterns — for example, hands built around the same group size, the same suit, or a particular theme. Each category contains several hands, and each hand is a single line showing the exact tiles you need.
Category names and the exact hands within them vary from year to year, so rather than memorize a list, learn the format every entry shares: a category label, a printed value, one or more tile groups, and an exposure designation. Once you can read one entry, you can read them all.
Groups
- 3Pung of 1 Bams
- 3Pung of 5 Dots
- 3Pung of 9 Craks
- 3Pung of East Winds
- 2Pair of Green Dragons
Reading a card entry, then, means answering four questions: Which category is this? What suits do the colours call for? What groups make up the hand? and Must it be concealed? The rest of this guide takes those questions one at a time.
Understanding the Colors
Colours on the card are a shorthand for suits. The common convention is: blue for Dots, green for Bams, and red for Craks. The important distinction is that the printed colour encodes a suit — it does not describe the physical tile. A Dot tile is usually green and gold in real life, but on the card it is shown in blue.
Blue
Dots (Circles)
Green
Bams (Bamboos)
Red
Craks (Characters)
- Winds, Dragons, Flowers, and Jokers each have their own designated treatment on the card — check the card's own legend for the exact markings.
- A one-colour line uses a single suit; a two-colour line mixes two; a three-colour line mixes all three numbered suits.
A line drawn in a single colour uses just one suit. A two-colour line mixes two suits, and a three-colour line mixes all three. Winds, Dragons, Flowers, and Jokers have their own markings, which the card explains in its legend. Always check that legend: it is the authoritative source, and small details can change between editions.
Beginners often try to match the card's colour to the tile's paint. Don't — match it to the suit the colour stands for. If a line is blue, it wants Dots, whatever your Dot tile actually looks like.
Understanding Numbers and Letters
Inside a hand line, numbers and symbols identify the tiles. A number paired with a colour means a specific suited tile — for example, a blue 5 means the 5 Dot. Honor tiles use their own notation: Winds and Dragons are shown by name or symbol, Flowers by a flower marker, and Jokers by a Joker marker.
| Symbol | Meaning | Notes |
|---|---|---|
| 1–9 | Numbered suit tile (rank 1–9) | Read together with its colour: blue = Dots, green = Bams, red = Craks. |
| Winds | East, South, West, North | Honor tiles — not a numbered suit. |
| Dragons | Red, Green, White (Soap) | The White Dragon is shown as a blank rectangle. |
| Flower | Any Flower tile | All eight Flowers are interchangeable in American Mahjong. |
| Joker | A wild tile | May replace a tile in a Pung, Kong, or Quint — never a single or a pair. |
The card prints its own legend, and that legend is the authority whenever a symbol is unclear. If you are unsure how a tile is shown, look it up there before you commit to a hand. For help identifying the tiles themselves, see our tile identification guide.
Singles, Pairs, Pungs, Kongs, and Quints
Every hand on the card is built from groups of matching tiles, and the group sizes have fixed names. A single is one tile, a pair is two matching tiles, a Pung is three, a Kong is four, and a Quint is five. Most winning hands add up to 14 tiles using some combination of these groups.
Single (1)
One tile. A Joker may never stand in for a single tile.
Pair (2)
Two matching tiles. Jokers may not be used in a pair.
Pung (3)
Three matching tiles. A Joker may replace any of the three.
Kong (4)
Four matching tiles. A Joker may replace any of the four.
Quint (5)
Five matching tiles, using Jokers — a set has only four of each tile, so a Quint always needs at least one Joker.
Jokers may replace any tile inside a Pung, Kong, or Quint — but they may never be used in a single or a pair. A Quint always needs at least one Joker, because a standard set has only four of any single tile and a Quint calls for five.
Exposed vs. Concealed Hands
Some hands on the card are marked as concealed. That changes what you can do during play: a concealed hand must be assembled from your own draws and the tiles you receive in the Charleston — you may not call a discard to expose a group partway through.
You may call a discard to complete a Pung or Kong and place it face-up on your rack. Other players can see it. Hands that are not marked concealed may be built this way.
A hand marked concealed must be assembled entirely from your own draws and the Charleston — you may not call discards to expose groups. You can still declare Mahjong on a discarded tile to complete the hand.
Hands that are not marked concealed may be exposed: you can call an opponent's discard to complete a Pung or Kong and place it face-up on your rack. The card's own exposure designation is authoritative — confirm the exact notation on your current card. Declaring Mahjong on a discarded tile that completes the hand is allowed either way; the distinction is about building groups mid-hand by calling.
Understanding Hand Values
Each hand on the card carries a printed value — usually shown in cents — that feeds into scoring and payment when that hand wins. Harder or rarer hands tend to carry higher values. The value tells you how much a win with that hand is worth under the card's own scoring.
The printed value is only part of the picture. Individual tables and clubs often add their own payment arrangements on top — doubles for certain situations, agreed minimums or maximums, or special payouts. Those are house rules, not part of the card itself, so confirm them with your table before you play for stakes.
Reading a Sample Pattern Step by Step
Let's walk through a single invented entry the way you would read a real one. This pattern is illustrative only — it is not an official NMJL winning hand, and the tiles are chosen to show the format, not to be played.
- 1
Find the category. The card sorts hands by type; knowing the category narrows your reading.
- 2
Read the colours. Each colour maps to a suit, telling you which suits the hand uses.
- 3
Identify the suits. Combine colour and symbol to pick the exact tiles (e.g. a green 5 means 5 Bam).
- 4
Interpret the groups. Note each group's size — single, pair, pung, kong, or quint.
- 5
Count the tiles. Add the groups; a standard hand totals 14.
- 6
Check exposure. A concealed marker means no calling discards to build groups.
- 7
Check Joker eligibility. Jokers may fill pungs, kongs, and quints — never singles or pairs.
- 8
Compare to your rack. Decide whether your tiles can realistically reach this hand.
This example totals 14 tiles (3 + 3 + 3 + 3 + 2), the standard size of an American Mahjong winning hand. Real entries use the same format; only the specific tiles, colours, and values differ — and those come from the current card, not from memory.
How to Choose a Hand as a Beginner
Choosing a hand is a practical skill, not a formula. You look at what your rack gives you, find the patterns on the card that could use those tiles, and keep your options open for as long as you can. Here is a simple process beginners can follow.
- Examine your rack. After the deal, sort your tiles by suit and look at which suits and numbers appear most.
- Look for suit and number relationships. Pairs, triplets seeds, and suited runs all suggest categories worth checking on the card.
- Identify natural pairs and groups. Tiles you already have two or three of point toward pungs and kongs you might complete.
- Compare several possibilities. Don't pick one line immediately; hold two or three candidate hands until the picture clarifies.
- Avoid committing too early. The Charleston and the first several draws can change everything; flexibility beats a rigid plan.
- Reevaluate after the Charleston. Once passes are done, look again with your new tiles and commit only when a hand is genuinely reachable.
There is no guaranteed-correct hand — the deal and your opponents' discards always matter. Aim for informed, flexible choices rather than a single locked plan.
Common Card-Reading Mistakes
Confusing printed colors with physical tile colors
The card's color encodes a suit, not what your tiles look like. Blue stands for Dots, even though a Dot tile's artwork is usually green and gold. Read the color as a suit label.
Misreading the suit
Bams, Craks, and Dots are three separate suits. A line that looks similar at a glance can call for a different suit entirely. Match the symbol and the color, not just the count.
Miscounting the groups
A Pung is three, a Kong is four, a Quint is five. Count the groups before you commit — a hand that looks close may be one tile short or have the wrong group size for the line.
Using Jokers in pairs or singles
Jokers may not replace a tile in a pair or a single. If a line calls for a pair, both tiles must be real. Jokers only help inside pungs, kongs, and quints.
Confusing exposed and concealed designations
A concealed hand cannot be built by calling discards to expose groups. If you call a discard for a hand marked concealed, the hand is no longer valid for that line.
Treating an illustrative example as an official hand
Teaching examples — including the ones in this guide — are invented for instruction. Only the patterns on the current NMJL card are valid; do not play a hand just because an example looked plausible.
Using an outdated annual card
Last year's card is out of date. Hands change every year, so a line that was valid before may not exist now. Play only with the current year's card.
Quick Reference Cheat Sheet
A compact summary you can glance at while you learn. Colours, group sizes, Joker limits, and exposure all in one place.
- Blue / Green / Red
- Dots / Bams / Craks
- Single / Pair
- 1 / 2 — no Jokers
- Pung / Kong / Quint
- 3 / 4 / 5 — Jokers may replace
- Concealed
- No calling discards
- Value
- Printed per hand (often cents)
- Always
- Use the current annual card
Colours and notations can vary between card editions — your current NMJL card's own legend is always the final authority. See the full beginner's guide →
Frequently Asked Questions
Do I need a new American Mahjong card every year?
Yes. The National Mah Jongg League publishes a new card each year with a fresh set of valid winning hands. You must play with the current year's card — an old card lists hands that are no longer valid.
Can I play American Mahjong without the NMJL card?
Not in standard American Mahjong. The card defines which hands are legal, so without it there is no shared list of winning hands to aim for. A casual group could agree on house rules, but that is no longer standard American Mahjong.
What do the colors on the card mean?
The printed colors represent the three numbered suits — commonly blue for Dots, green for Bams, and red for Craks. A line in one color uses a single suit; two or three colors mix suits. The card's own legend is the final authority.
Can Jokers be used in pairs or singles?
No. Under standard NMJL rules, Jokers may only replace tiles in a Pung, Kong, or Quint. They may never stand in for a single tile or for a tile in a pair.
What does a concealed hand mean?
A concealed hand must be built from your own draws and the Charleston — you may not call a discard to expose a group partway through. You may still declare Mahjong on a discarded tile that completes the hand.
How do I know which hand to choose?
There is no single right answer. Look at which suits and numbers your rack favours, identify natural pairs and groups, compare a few plausible hands on the current card, and stay flexible — reevaluate after the Charleston as your tiles change.
Are all American Mahjong cards the same?
No — the card changes every year, and the exact categories, hands, colors, and notation can vary between editions. Always confirm against your own current NMJL card rather than an older one or a secondary summary.
Sources & Further Reading
These references were used to check the general American Mahjong rules and card conventions. We paraphrase rather than copy, and we do not reproduce the National Mah Jongg League's copyrighted annual card.
- National Mah Jongg League — official annual card and rules (publisher)
- American Mahjong Association — American Mah-Jongg Rules
- American Mahjong Association — Beginner's Guide to American Mah-Jongg
- The Mahjong Press — American Mahjong Rules FAQ
- Mahjong Kit — How to Play American Mahjong
A Card Reading Trainer Is Coming
We're planning an interactive Card Reading Practice Trainer that will let you practise identifying group sizes, reading colour relationships, checking Joker eligibility, and reading exposure designations on invented patterns. It is not available yet — in the meantime, build your tile vocabulary with the Tile Recognition Trainer and the Charleston Trainer.