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Front Matter · Shared Vocabulary

Fundamentals

Tiles, Terms, and the Flow of Play Behind Every Variant
108 suit tiles 28 honour tiles standard hand: 4 sets + 1 pair play runs counter-clockwise

Every variant is built from the same pieces and the same handful of moves. This page covers that common ground once. Read it before any variant page.

We always name the variant. Nothing here says "mahjong does X" without saying which mahjong, since the answer genuinely changes table to table. Where the variants part ways, this page says so – and each variant's own chapter takes over from there.

01 · The Three Suits

Three number suits, 108 tiles

Each suit runs 1–9 with four copies of every tile: 36 tiles per suit, 108 in total. They descend from old Chinese money.

Dots / Circles 筒 · from copper coins

1
2
3
4
5
6
7
8
9

Bamboo / Sticks 索 · from strings of coins

Drawn as stylized rope-strings of coins, not plant stalks – a translation slip that stuck. Green throughout, with red worked into exactly three tiles, always the same spot on a faithful set.

1 · bird
2
3
4
5
6
7
8
9

Pattern to remember: red only ever appears on the 5, 7, and 9 – middle stick, top stick, center column. Every other Bamboo tile is solid green.

Characters / Myriads 萬 · from myriads of 10,000

1
2
3
4
5
6
7
8
9

Simples & terminals. Within each suit, the 1s and 9s are terminals (幺九), the edges of the run – ringed in gold above. The 2 through 8 are simples (中張牌), the middle of the run. Many scoring conditions require a hand built entirely from one or the other.

Not every variant deals all three Some tables strip a suit down or remove one entirely. Each variant's own Tiles section states exactly what comes out of the box.
02 · The Honor Tiles

Four winds, three dragons, 28 tiles

Honour tiles have no rank and no suit: they cannot form sequences, only triplets and pairs. Seven kinds, four copies each. Every variant uses the full set.

Characters are written in blue on Chinese and Southeast Asian sets, and in black on Japanese sets. The green dragon is always green on every standard set – a "red" green dragon sometimes listed for Japanese sets is an error.

East
South
西
West
North
Red Dragon
Green Dragon
White Dragon
東 EastSeat 1, dealer.
南 SouthSeat 2.
西 WestSeat 3.
北 NorthSeat 4. Absent as a seat in 3-player variants; the tile still exists in the wall.
中 Red Dragon"Center."
發 Green Dragon"Strike it rich."
白 White DragonA white rectangle on a white tile in most Chinese and Southeast Asian sets; some Japanese sets go fully blank.

Your seat wind and the table's prevailing wind score bonuses in most variants; each chapter covers how.

03 · Bonus & Special Tiles

Set aside, replaced, scored separately

Beyond the 136 core tiles, most variants add bonus tiles: set aside when drawn, replaced from the wall, scored separately. They never form part of the four-sets-and-a-pair structure.

Flowers 花 · seat-matched 1–4

1
Plum · East
2
Orchid · South
3
Mum · West
4
Bamboo · North

Seasons 季 · seat-matched 1–4

1
Spring · East
2
Summer · South
3
Autumn · West
4
Winter · North
Flowers & SeasonsTwo numbered quartets, each seat-matched: 1 = East through 4 = North. Together, the eight bonus tiles found in most Chinese-family sets. A larger bonus if the number matches your seat.

Animal tiles 動物

Four unnumbered creature tiles – Cat, Mouse, Rooster, Centipede. How they score depends entirely on the variant, so each is named below.

SGMYnot standard elsewhere
Cat
Mouse
Rooster
Centipede
SG · the "Bite"Cat pairs with Mouse, and Rooster pairs with Centipede – completing either pair triggers an instant bonus settlement the moment both are exposed.
MY · flat bonusThe same four tiles score as individual flat bonuses. No pairing mechanic.

Variant-specific extras

Beyond the shared core, a few variants add tiles entirely their own. Each is named plainly below – the owning chapter is the full reference.

Malaysian · Head Tiles and the Fei

MYAM
J
Head Tile / Joker
Fei · fēi
Head Tile / JokerA set of identical face/snowman tiles, marked J. In Malaysian play it's a bonus tile only – scores on its own, not a wildcard. American Mah Jongg uses this same face/snowman artwork for its joker – same design, a different role, since it substitutes for any tile there.
Fei 飛The Malaysian set's all-purpose wildcard. Stands in for almost any tile, with limits the Malaysian chapter spells out in full.

Vietnamese · Emperors, Empresses, and the joker family

VN

Vietnamese mahjong keeps an "inner flower" wildcard system that vanished from the rest of the family – the largest special-tile roster of any variant here.

Emperor 1
Emperor 2
Emperor 3
Emperor 4
Empress 1
Empress 2
Empress 3
Empress 4

Each Emperor and Empress carries its own number, one through four, matching the Character tiles' numeral-over-glyph layout.

Eight jokers split cleanly by color – the first four blue (suit-family jokers), the last four red (honor and bonus jokers):

Anything
Dot
Bamboo
Character
Flower
Wind
Dragon
Number
Emperor 皇 · Empress 后Numbered 1–4 like the Character suit, each with its own scoring role in the Vietnamese chapter.
Anything 縂The broadest wildcard: stands in for any suit or honor tile.
Dot 筒 · Bamboo 索 · Character 萬Each stands in only for its own named suit.
Flower 花Never substitutes – a bonus tile only, worth more than an ordinary flower.
Wind 喜 · Dragon 元Stand in for any tile of that honor family.
Number 合Stands in for any tile in a numbered suit.
04 · The Building Blocks

Four shapes make every hand

Almost every winning hand is four sets plus one pair; a small number of variants stretch or replace this shape, and say so in their own chapters. A set is one of three shapes, plus the pair.

PairTwo identical tiles. The hand's "eyes."
Sequence (Chow)Three consecutive tiles, same suit – Dots 2–3–4 shown here. Honours never run.
Triplet (Pong)Three identical tiles. Any suit or honour.
Quad (Kong)Four identical tiles. Scores like a triplet; draws a replacement tile.
The chow isn't universal Some variants restrict who may claim one, limit it to certain tiles, or forbid calling it entirely. Each chapter's own claim rules are the authority for its table.

Concealed vs. exposed. A set built entirely from your own draws is concealed; a set completed by claiming a discard is exposed. The distinction drives scoring in many variants: several high-value hands require staying fully concealed.

05 · The Flow of Play

One loop behind every table

Strip away the scoring and every variant runs the same loop. Play moves counter-clockwise. On your turn you draw one tile and discard one. Between turns, others may interrupt to claim your discard. The cycle ends when someone completes a hand.

▶ The turn loop
  1. Deal: the tiles are walled, dice set the break, and each player draws a starting hand – 13 tiles in most variants.
  2. Draw: take one tile from the live wall. A bonus tile is set aside; draw again.
  3. Discard: throw one tile face-up. It becomes claimable for an instant.
  4. Call (optional): any eligible player may claim the discard to complete a set, or to win.
  5. Win: complete the hand on a self-draw or a claimed discard, declare it, and score. If the wall runs out first, the hand is a draw.
Priority on a discard: WIN > PONG / KONG > CHOW
Win by self-drawSelf-draw (自摸 / tsumo)
Win off a discardWin on discard (和 / ron)
One tile from winningReady (聽 / tenpai)

Names for these moments shift from table to table; each variant's chapter uses its own terms and defines them on arrival.