What is the Mahjong Card?
In American Mahjong, the "card" is a printed reference that lists every valid winning hand. Published annually by the National Mah Jongg League (NMJL), the card changes every year, which means winning patterns you mastered last year might not exist this year.
The card typically contains 50-60 different winning hand patterns, organized into categories. Each hand specifies exactly which tiles are needed, how many points it's worth, and whether tiles must be concealed or can be exposed.
Common Abbreviations
The card uses shorthand to represent different tiles. Here are the most common abbreviations:
| Abbreviation | Meaning |
|---|---|
| F | Flower tile |
| D | Dragon (Red, Green, or White) |
| N, E, S, W | Wind tiles (North, East, South, West) |
| 1-9 | Numbered suited tiles |
| 0 | The number 10 (represented as "0" for space) |
| R | Red Dragon specifically |
| G | Green Dragon specifically |
| Soap | White Dragon (called "Soap" because it's blank) |
Color Coding on the Card
The card uses colors to indicate which suit a tile must come from:
- Blue numbers — Must be from one specific suit
- Red numbers — Must be from a different suit than the blue numbers
- Green numbers — Must be from the third suit
- Black numbers — Can be from any suit
When a hand shows numbers in different colors, it means those numbers must come from different suits. For example, if "111" is blue and "222" is red, you need three 1s from one suit and three 2s from a different suit.
In Mini Mahj, the card viewer uses a similar color system. Tap the card icon during gameplay to view all available hands and their tile patterns.
Exposed vs. Concealed
This is one of the most important distinctions on the card:
- Exposed hands (X) — You CAN call discarded tiles from other players to complete groups. Called groups must be placed face-up (exposed) on the table.
- Concealed hands (C) — You CANNOT call any tiles. Every tile must come from your own draws or the Charleston. These hands are harder to complete but are usually worth more points.
Some hands mix exposed and concealed groups, meaning certain parts must be self-drawn while others can be called.
Hand Categories
Hands on the card are grouped into categories based on their pattern type:
- 2468 — Hands using only even-numbered tiles
- Any Like Numbers — Hands built from groups of the same number
- Addition Hands — Hands where tile numbers add up to specific totals
- Quints — Hands requiring five of a kind (only possible with Jokers)
- Consecutive Run — Hands with sequences of consecutive numbers
- 13579 — Hands using only odd-numbered tiles
- Winds/Dragons — Hands featuring Wind and Dragon tiles
- 369 — Hands using multiples of 3
- Singles and Pairs — Unique patterns often involving pairs
Tips for Reading the Card
- Start with categories that match your tiles — If you have a lot of even numbers, look at 2468 hands first.
- Count the total tiles needed — Most hands require 14 tiles total. Make sure you're counting correctly.
- Check the point value — Higher-point hands are harder but more rewarding. Balance difficulty with achievability.
- Look for flexibility — Some hands allow "any suit," which gives you more options than hands requiring specific suits.
- Practice makes perfect — The more you play, the faster you'll recognize which hands match your tiles.
See the Card in Action
Play today's Mini Mahj puzzle and use the in-game card viewer to explore winning hands while you play.
Play Today's Puzzle