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All 12 steps of this section, written out on one page. The pictures and activities aren’t included: to see them, open a step in the lesson.

Step 1 The card guides you to a winning hand

The card lists the 14-tile patterns that can win. Your task is to make one complete pattern, notes included.

13 tiles to play, 14 to win

Only the dealer, called East, starts the game with 14 tiles. Everyone else starts with 13. When play begins, East throws one tile away first.

Right after the deal. East, on your left here, holds 14 tiles; the other 3 players hold 13.

From then on, every player holds 13 tiles between turns, all through the game. On your turn you take one more tile, then throw one away to get back to 13.

On your turn you take a tile: 14 for a moment. This 9 Crak doesn’t help, so you throw one tile away and are back to 13.

Close up: your 13 tiles and the 9 Crak you took · 14 for a moment

Then you throw the 9 Crak away · 13 again

It fits none of your groups, so it goes.

A hand stays at 14 tiles only when that extra tile completes a whole pattern on the card. That is Mah Jongg: that player wins, and the game ends.

This time the tile you take, a second Soap, completes a whole line on the card: Mah Jongg with 14 tiles.

Close up: your 13 tiles and the Soap you took · 14

The new Soap goes beside your other Soap. Now every group is complete: one whole line.

Each year, the National Mah Jongg League (NMJL) puts out a new card. Everyone at the table needs the same edition, which the group agrees on. The standard game today uses the current card; for practice, a group can agree to use an older edition.

Everyone at the table reads the same card edition. Here the group agreed on the 2026 card.

What this chapter teaches

  • Read the numbers, the letters and how the colors relate.
  • Turn a printed line into real groups of tiles.
  • Check its notes, its C or X and its hand value.
  • Practice your reading before you pick a hand in a game.

Our examples are teaching patterns. They show how the card’s notation works.

They are not an official NMJL card, and we don’t claim these hands are on any particular year’s card. At a real table, check the whole line on the card your group agreed on.

Chapter 2 introduced the tiles and their names. If a tile looks unfamiliar, look back at Chapter 2. Use Next to begin.

Open step 1 in the lesson

Step 2 How the card is laid out

The card sorts winning patterns into categories. A category heading helps you find hands that are related. Each line under it describes a different complete hand.

  1. Category heading. It helps you find related hands. It isn’t a hand.

  2. One line is one complete hand of 14 tiles. Read across it, not down the page.

  3. Notes in parentheses say how you may choose suits and numbers.

  4. X or C says how you may play the hand. Section 2 explains it.

  5. The value is what the hand is worth if you win with it.

Two category names describe the groups rather than the tiles. Quints hands include groups of 5 identical tiles. Singles & Pairs hands are made only of single tiles and pairs, so a Joker can’t fill any of their places.

Pick a category to find out what its name means.

Read across one line: its tile pattern, any notes in parentheses, the C or X and the hand value. We’ll go through each part in this chapter.

Open step 2 in the lesson

Step 3 What the symbols mean

Rather than drawing each tile, the card uses shorthand. Begin with the symbols you can turn into the tiles you met in Chapter 2.

1–9 · A numbered tile

The digit tells you the tile’s number. To know which suit to use, look at the line’s color relationships and notes.

Three playing terms you’ll see

A discard is a tile that someone puts out during play. To call means to claim a discarded tile when the rules allow it.

Another player has just thrown away a 2 Bam: the newest discard. You hold two 2 Bams, so you might call it to make three.

Close up: your two 2 Bams and the newest discard

Together they would make three 2 Bams: a pung.

C and X are about those calls. They are instructions printed at the end of a line, beside its value, not tiles you collect.

A natural tile is any tile that is not a Joker. Some places in a hand can be filled only by natural tiles.

Natural tiles: three real 5 Dots

A Joker fills one place: 5 Dot, Joker, 5 Dot

Open step 3 in the lesson

Step 4 Same color, same suit

With numbered tiles, groups printed in the same color share a suit. No ink color is fixed to Bams, Craks or Dots.

The whole teaching line · 14 tiles

1111

blue ink

2222

blue ink

3333

blue ink

44

blue ink

(Any 1 Suit · These Nos. Only)

The words in parentheses are the line’s notes. “Nos.” means numbers; Section 2 explains each note.

This line means four 1s, four 2s, four 3s and two 4s, all in one suit. Pick a suit to see a complete example.

Tiles that fit this choice, under their printed groups · 14 tiles

1111

Four 1s

2222

Four 2s

3333

Four 3s

44

Two 4s

When you change the tiles, the card line is still blue. Blue shows which groups belong together; it is not the color of the pictures on the tiles.

Open step 4 in the lesson

Step 5 Different colors, different suits

Numbered groups in different colors use different suits. When a color repeats, those groups keep the same suit.

The whole teaching line · 14 tiles

1111

blue ink

2222

red ink

3333

green ink

44

blue ink

(Any 3 Suits · These Nos. Only)

The blue 1s and blue 4s go together. The red 2s take a second suit, and the green 3s take the third.

Pick a different suit for each color

Blue ink

Red ink

Green ink

Blue = Bams · Red = Craks · Green = Dots

Tiles that fit this choice, under their printed groups · 14 tiles

1111

Blue: four 1s

2222

Red: four 2s

3333

Green: four 3s

44

Blue: two 4s

Try giving a color a suit that is already taken. You’ll see why that choice can’t fit this line.

Open step 5 in the lesson

Step 6 Quick question: same color

Pick one answer. You can try again, and the explanation helps you check your thinking.

Part of a card line · not a complete hand

222

red ink

444

red ink

666

red ink

Three numbered groups are printed in the same color. What does this mean?

Open step 6 in the lesson

Step 7 D stands for Dragon

Each D stands for a Dragon. If a D is the same color as numbered tiles, its Dragon matches the suit chosen for them, unless the line says otherwise.

Part of a card line · not a complete hand

111

green ink

DDD

green ink

(Matching Dragon)

Pick a suit for the green groups:

Tiles that fit this choice, under their printed groups · 6 tiles

111

Green: three 1 Bams

DDD

Green: three Green Dragons

Bams ↔ Green Dragons

The green 1s are Bams. So the green Ds mean Green Dragons. This time the Dragon happens to be Green.

Remember these matches: Bams–Green Dragon, Craks–Red Dragon, Dots–White Dragon (Soap).

A D in a different color

A D printed in a different color from the numbers stands for a different suit. So its Dragon doesn’t match those numbers.

Part of a line · the DDD is printed red, the 1s green

111

Green: 1 Bams

DDD

Red Dragons

DDD

White Dragons

DDD

Green Dragons match Bams

The 3 red DDD groups are 3 choices for the same printed group: pick one.

With green 1 Bams, a red DDD can be Red or White Dragons, never Green. When the line also has red numbers, the red Ds match their suit.

Open step 7 in the lesson

Step 8 Flowers, Winds and zero

Flowers and Winds do not belong to a numbered suit. A White Dragon used as 0 is a zero, whatever color the ink is. Don’t link these symbols to Bams, Craks or Dots.

Pick a symbol to see what it means.

F → Any Flower

Pick any Flower. The color of the printed F does not give it a numbered suit.

One tile with 2 meanings

D: When the line asks for a matching Dragon, Soap is the Dragon that matches Dots.

Part of a line · Soap as a Dragon

111

Blue: 1 Dots

DD

Soaps match Dots

0: Soap stands for the digit zero. It can appear in a year pattern with other suits.

Part of a line · Soap as 0

2026

2, Soap, 2, 6

Open step 8 in the lesson

Step 9 Quick question: the zero tile

Pick one answer. You can try again, and the explanation helps you check your thinking.

Part of a card line · not a complete hand

2026

red ink

Which tile does the digit 0 stand for?

Open step 9 in the lesson

Step 10 Quick question: Flower pictures

Pick one answer. You can try again, and the explanation helps you check your thinking.

The 8 Flowers in this course’s tile set: 8 different pictures

The card asks for an F. Which Flower picture do you have to find?

Open step 10 in the lesson

Step 11 How the tiles are grouped

Spaces on the card split a line into groups. Count how many identical tiles are in each group. Each group’s name tells you its size.

1 tile · Single

A single is one tile.

Joker reminder: Jokers can stand in for tiles in allowed groups of 3 or more identical tiles. They are never allowed in singles or pairs.

Each numbered tile, and each particular Wind or Dragon, has only 4 natural copies. So a quint of one of those tiles needs at least one Joker. Use “+ Add one” above to build a quint of 3 Bams.

Flowers are different: there are 8, and they all count as the same tile. So 5 Flowers can make a quint with no Joker.

Groups of identical tiles

3

Single

33

Pair

333

Pung

3333

Kong

33333

Quint: needs a Joker

FFFFF

Flower quint: no Joker needed

A few card lines also use a sextet: 6 identical tiles. It is rare, and Chapter 7 shows one.

A sextet: 6 identical tiles

333333

Sextet: needs at least 2 Jokers

There are only 4 natural 3 Bams, so 2 Jokers fill the last 2 places.

Blocks of 4 symbols that are not groups

NEWS

4 different singles

2026

4 singles: 2, Soap, 2, 6

NEWS is 4 different singles, not a kong. A year like 2026 is also made of separate single tiles. Don’t assume every block of 4 symbols is a group where Jokers are allowed.

Open step 11 in the lesson

Step 12 What you can read so far

You can now turn a card line’s symbols into tiles:

  • Numbers name numbered tiles. The line’s colors and notes decide their suits.
  • Same color, same suit. Groups in different colors use different suits.
  • D is a Dragon. In the same color as numbered groups, it matches their suit unless the line says otherwise. In a different color, it stands for a different suit, so it doesn’t match them.
  • F, N, E, W and S have no numbered suit, and a White Dragon used as 0 is a zero.
  • Spaces split a line into groups: single, pair, pung, kong or quint, and now and then a sextet. Jokers can fill places only in groups of 3 or more.

One whole teaching line · 14 tiles

FF

Flowers

111

Blue: 1 Dots

222

Red: 2 Bams

3333

Green: 3 Craks

DD

Blue: Soaps

All of Section 1 in one line: the colors give the suits, the blue Ds match the blue 1s, the Flowers have no suit, and the group sizes add up to 14.

Coming up in Section 2: the notes in parentheses, C or X, a hand’s value, and reading a whole line.

Open step 12 in the lesson

Chapter 3 contents

Pick any step, or go through the chapter with Back and Next.