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GLOSSARY (ARTICLE 999)
The following lists terms and expressions used in Mahj Life content and broadcasts. If you see an acronym in the definition, the term is used in the Merit Program for Instructors microcredential program (i.e., MPI*). It is denoted for Mahj Life Instructor Guild members who have opted into the program. If you are an aspiring or current instructor, consider joining the guild for ongoing education, community coaching, and business development. You can find information on the Instructor Guild page.
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- 369 Category
- A collection of hands on the reference card that uses tiles 3, 6, and 9 with or without flowers, dragons, and winds.
A
- Accountability
- An obligation or a willingness to accept responsibility or to account for one’s actions, reactions, attitude, communication, and relationships (MPIAMJQSPT).
- Adaptive
- A style of playing in which a hand is not picked until there are no more discards or a decision has to be made after a discarded tile that could be used (MPIAMJQSTT: Playing styles).
- Addition Category
- A collection of hands on the reference card that uses a play on math with flowers.
- Any Like Numbers Category
- A collection of hands on the reference card that are the same number in each suit with or without flowers, dragons, and winds.
- Assertive
- A characteristic of a player who tends to take risks to expedite hand development (MPIAMJQSTT: Playing styles).
B
- Bad Beat
- A subjective term for one of two situations, 1) more than one player is ready to win with the same tile, and the player seated closer to the discarder gets preference, or 2) more than one player is ready to win, and the player with the weaker wait wins; Why Wait Patterns Matter (Article 225)
- Bamboo
- One of three suits of number tiles with designs using bamboo sticks; also known as bams.
- Begin-Game
- The phase of the game when players pick and discard from the second (i.e., the short wall that remains after tiles have been distributed to the players (MPIAMJQSTT: Hoptoi’s Strategy by Wall).
- Bettor
- An extra player who guesses after the Charleston which seated player might the win the game; this player switches seats with the player who was East in the last game.
- Big Hand
- A hand valued at 40 or higher
- Big Multiple
- A block of three or more identical tiles.
- Big Numbers
- Number tiles 5 through 9.
- Big Odds
- A subset of hands using tiles using the bigger numbers (i.e., 5, 7, 9) with or without flowers and dragons.
- Big Year Hand
- A singles-pairs hand that uses tiles that represent the current year with or without dragons and is the hand with the highest level of difficulty and so the highest value.
- Blind Pass
- A pass that is less than three tiles requiring a player to supplement tiles from their incoming pass without looking to make up the difference.
- Block
- One or more tiles that are components of a valid hand on the card; also known as groupings or sets.
- Boomerang
- When a tile is sacrificed in the Charleston and returns to the hand.
- Breaking the Wall
- A preliminary process similar to cutting a deck of cards. Instead of cutting the deck, the player in East seat (Player 1), rolls a pair of dice then counts stacks of tiles right to left per the number of pips on the dice and separates the tiles to begin the distribution of tiles.
- Build
- Create larger blocks of identical tiles (MPIAMJQSTT: Hand development).
C
- Calculating Risks
- A carefully considered decision based on the perceived probability of winning a hand and weighing potential gains against potential losses. (MPIAMJQSTT: Push/fold judgment).
- Call
- A verbalized intention from a player who wants to use a discarded tile in an exposure or to declare mah jongg.
- Card
- A tri-fold reference with valid hands inside and high-level rules on the back.
- Chance
- Something that happens unpredictably without discernible human intention or observable cause (MPIAMJQSTT: Luck vs skill).
- Characters
- One of three suits of number tiles with designs using Chinese kanji; also known as craks.
- Claim
- A verbalized intention from a player who wants to use a discarded tile in an exposure or to declare mah jongg.
- Closed Hand
- A hand that must be developed by picking tiles from the wall until ready to win; at which time any discarded symbol may be called, regardless of the block it completes.
- Committed
- When a player claims discards to make an exposure that limits hand choice.
- Compulsory Round
- Three unwanted tiles are passed to the player on right, then across, then to the left; this series of passes is mandatory. See wiki EXERCISING CHARLESTON OPTIONS (ARTICLE 218).
- Concealed Hand
- A hand that must be developed by picking tiles from the wall until ready to win; at which time any discarded symbol may be called, regardless of the block it completes.
- Consecutive Run Category
- A collection of hands on the reference card that use blocks in sequential order with or without flowers, dragons, and winds.
- Contender
- Middle or moderate perceived position of a player in the game based on the strength of the hand, number of discards in the hand, number of discards visible, and number of picks left in the wall (MPIAMJQSTT: Position).
- Courtesy
- Showing respect, kindness, and consideration toward others through polite actions, words, and gestures fosters positive and harmonious interactions. (MPIAMJQSPT).
- Courtesy Pass
- An optional and negotiated pass of up to three tiles with players sitting opposite each other.
- Critical Thinking
- The disciplined process of assessing and integrating information gathered from observation, experience, reflection, reasoning, and communication (MPIAMJQSTT: Game theory).
D
- Dead Hand
- A hand that cannot be completed for various reasons; see disqualified.
- Deal
- The distribution of tiles after East (Player 1) breaks the wall. East is the “Dealer-in-Name Only” (i.e., DINO) because each player is responsible for taking their own tiles that they will use to start building a hand.
- Dealt in
- When a player discards a tile that completes an opponent’s hand.
- Defend
- Avoid or protect yourself against an undesirable outcome (MPIAMJQSTT: Hand development).
- Dice
- A small cube with each side having a different number of pips ranging from one to six that are rolled to randomize the break in the wall for the starting point of dealing the tiles.
- Discard
- A tile that player deems as unwanted; the player is committed to the action when the tile has either been fully named or it touches the table.
- Disqualified
- A state in which a player is ineligible to win because of an inviable hand or violations of the rules (e.g., DQ; MPIAMJQSTT: Discard planning). See wiki REASONS TO DISQUALIFY ANOTHER PLAYER (ARTICLE 24)
- Diversion
- To deliberately distract opponents’ attention (e.g., discarding a symbol tile instead of a joker).
- Dogging
- A tactic used by a player who forfeits interest in a game to optimize defensive discarding.
- Dolphin
- An adaptive-passive playing style in which a player gathers tiles that can be used in a chosen category and typically will not pick a hand until they have no discards. Players tend to delay commitment to stay flexible especially if jokers need to be used to call a discard and make an exposure. They also tend to fold earlier than assertive players if they draw risky tiles in the end game. Practices cautious pragmatism (MPIAMJQSTT: Playing styles).
- Dots
- One of three suits of number tiles with designs using coins, circles; also known as dots.
- Double Wait
- Need one of two tiles or a joker that can be used in one of two big multiples to complete the hand (MPIAMJQSTT: Wait patterns).
- Dragons
- Tiles that represent dragons – red, white and green.
- Draw
- When the tiles in the wall have been depleted without a player declaring mah jongg. This is also known as a wall game.
E
- Earthly Hand
- A hand completed by East after the Charleston.
- East
- A player who begins the preliminaries of a game. See Preliminaries and Deal.
- End-Game
- The phase of the game when players pick and discard from the fourth wall (i.e., last wall, approximately 40-1 tiles remaining; MPIAMJQSTT: Hoptoi’s Strategy by Wall).
- Etiquette
- Code of behavior that delineates expectations for social behavior according to contemporary conventional norms within a group (MPIAMJQSPT).
- Evens Category
- A collection of hands on the reference card that uses even tiles 2, 4, 6, and 8 with or without flowers and dragons.
- Expedite
- To quicken hand development by calling discards to make exposures (MPIAMJQSTT: Hand Development).
- Exposed Hand
- A hand that allows a player to call discards to make exposures using discarded tiles. Also, see Exposure.
- Exposure
- A block of three or more identical tiles displayed on the flat part of a player’s rack after calling a discard.
F
- Fairness
- Equity and mutual expectations based on rules, guidelines, and agreements (MPIAMJQSPT).
- Finesse
- If a player’s last move before declaring mah jongg is to redeem a joker from their rack or another player’s rack, it is considered self picked and everyone pays the player double; the term was coined by Ruth Unger, past president of the National Mah Jongg League (MPIAMJQSTT: Joker tactics).
- Fixed
- A style of play in which a hand is picked and played without considering other options (MPIAMJQSTT: Playing styles).
- Flowers
- Tiles that represent flowers. Some designs include letters that denote seasons (i.e., SPR, SUM, AUT, WIN). The numbers have no meaning in American mah jongg.
- Fold
- to forfeit interest in one’s hand to discard as safely as possible and avoid giving someone a winning tile; the player does not say, “fold;” they discretely try to block opponents from winning (MPIAMJQSTT: Push/fold judgment)
- Fresh Tile
- A tile that has not yet been discarded or used in an exposure.a tile that has not yet been discarded or used in an exposure.
- Friend
- A player at the table who frequents the Mahj Life livestreams.
- Frontrunner
- Front or strong perceived position of a player in the game based on the strength of the hand, number of discards in the hand, number of discards visible, and number of picks left in the wall (MPIAMJQSTT: Position).
G
- Game Theory
- The study and application of strategic decision-making based on information gathered by observing how people act and interact when playing a game (MPIAMJQSTT: Game theory).
- Gap
- A missing component block of a hand (e.g., gathering tiles for 369 but have no 3s).
- Gap Hand
- A situation where one or more components of a hand is missing (MPIAMJQSTT: Hand development).
- Gather
- Keep tiles that support the strength of the hand (MPIAMJQSTT: Hand development).
- Gremlin
- Entities that create havoc manifesting as technical issues (i.e., lag, lost connection, robot position).
H
- Hand
- A combination of 14 tiles depicted on the card. Also, see card.
- Hand Development
- The process of gathering useful tiles to complete a valid hand (MPIAMJQSTT: Hand development).
- Hand Of Least Resistance
- A hand with two pungs or kongs, thereby allowing the use of any number of jokers to complete the hand (MPIAMJQSTT: Hand development).
- Hand Of Slight Resistance
- A hand with three kongs and a pair where the pair is in-hand allowing the use of any number of jokers to complete the rest of the hand (MPIAMJQSTT: Hand development).
- Hand Reading
- The process of deducing potential hands an opponent is focused on by interpreting tells, surveying discards, and monitoring exposures (MPIAMJQSTT: Game theory).
- Hand Shape
- A description of the components that are used in a given hand (MPIAMJQSTT: Hand development).
- Heavenly Hand
- A hand completed by East before the Charleston.
- Hold
- A verbalized intention from a player who is considering using the current discard.
- Hop Toi
- Depending on the place where the wall is broken for the distribution of the tiles to the players, someone may get the last stack of tiles in one wall and the first stack of tiles in the next wall. When this happens, the player says, “I believe” as a declaration of magic or good luck being in those tiles. “Hop” means to ‘shut in’ and “toi” means “table” to “keep the dragons (e.g., jokers, flowers, keepers) inside the breached walls on the table”
- Hoptoi’s Strategy By Wall
- A strategy with tactics compartmentalized based on the wall in play as defined by Michele Frizzell, also known as Hoptoi (MPIAMJQSTT: Hoptoi’s Strategy by Wall).
I
- Immunity
- A situation that occurs when a player has decided to fold because they have a risky tile then another player discards the same tile with no caller allowing the other player to discard safely and maybe play to win!
- Integrity
- Remain competitive without seeking methods of advancement that lack morals and ethics (MPIAMJQSPT).
- Invalid hand
- A hand which doesn’t match one of the valid hands on the reference card.
J
- Joker
- A tile that is used in place of a natural tile.
- Joker Bait
- An unwanted pair held until later in the game when players have had time for hand development. The player will discard one of the pair tiles to coax another player to make an exposure with a joker. The second tile in the pair would be used to do a joker exchange. The term was coined by Tom Sloper of Sloperama (MPIAMJQSTT: Joker Tactics).
- Jokerless
- A hand without jokers. Also known as a pure hand.
K
- Keeper
- A tile received during the Charleston or the Play which is useful to a player, and thus is kept instead of discarded.
- Kong
- A block of four identical tiles.
L
- Little Multiple
- A block of two identical tiles. Also known as pairs.
- Little Numbers
- Number tiles 1 through 4.
- Little Odds
- A subset of hands using tiles using the smaller numbers (i.e., 1, 3, 5) with or without flowers and dragons.
- Luck
- The success or failure that is brought by chance rather than through one’s actions (MPIAMJQSTT: Luck vs skill).
M
- Mah Jongg
- The name of the game. A verbalization that occurs when a player completes a winning hand.
- Mahjtopia
- a society that possesses highly desirable or near-perfect qualities for its members (e.g., Mahj Life community)
- Maneuver
- A tactic used to counteract an opponent’s moves (MPIAMJQSTT: Discard planning).
- Maximize
- To make the best use of the tiles in a dealt hand by targeting the predominant pattern for one or more categories on the card (MPIAMJQSTT: Hand development, power play).
- Middle-Game
- The phase of the game when players pick and discard from the third (i.e., middle wall, approximately 80-41 tiles remaining; (MPIAMJQSTT: Hoptoi’s Strategy by Wall).
- Mindset
- A person’s attitudes concerning culture, values, philosophy, outlook, and disposition (MPIAMJQSPT).
- Misdirection
- To deliberately release wrong information to stop opponents from knowing the progress of your hand development (MPIAMJQSTT: Push/fold judgment).
- Mixed Suits
- A hand that uses more than one suit.
- Multiple
- A block of one or more identical tiles.
- Multiple Wait
- Need one tile or a joker that can be used in a big multiple to complete the hand (MPIAMJQSTT: Wait patterns).
N
- Natural Tile
- A tile that is not a joker. See symbol tile.
- NEWS
- A block using the tiles in the order of North, East, West, and South. This block is not a kong (i.e., four identical tiles) but rather a set of four single tiles and therefore cannot contain jokers.
- NMJL
- National Mah Jongg League – an organization which publishes a guidelines, rules, annual bulletins, and the reference card used during game play members.
O
- Odds Category
- A collection of hands on the reference card that uses odd tiles 1, 3, 5, 7, and 9 with or without flowers and dragons.
- Offsuit
- A different suit; Dragon example: if you are playing singles and pairs with five consecutive pairs in dots and need offsuit dragons, you would need pairs of red and green dragons. Number tile example: if you are playing consecutive run 44 555 666 77 bams and you need an offsuit kong of dragons you could use a white dragon or red dragon.
- Optimize
- To make the best use of the tiles in a dealt hand by targeting multiples and keeping supporting tiles that can be used in one or more categories on the card (MPIAMJQSTT: Hand development, power play).
- Optional Pass
- An optional and negotiated pass of up to three tiles with players sitting opposite each other.
- Optional Round
- Three unwanted tiles passed to the left, then across, then right; all players must agree to continue and cannot be stopped once underway; see wiki article exercising Charleston options. See wiki EXERCISING CHARLESTON OPTIONS (ARTICLE 218).
- Orca
- A fixed-assertive playing style in which a hand is picked and played with little to no consideration for other options. Players tend to take risks to expedite hand development. They also tend to push to win even if they draw risky tiles in the end-game. Practices reckless optimism (MPIAMJQSTT: Playing styles).
P
- Packed hand
- A hand that has had four or more jokers.
- Pair
- A block of two identical tiles.
- Pair Wait
- Need one tile for a pair that would complete the hand (MPIAMJQSTT: Wait patterns).
- Pass
- A collection of three unwanted tiles given in exchange between opponents.
- Passive
- A characteristic of a player who tends to avoid risks by delaying decisions and folding early (MPIAMJQSTT: Playing styles).
- Pay for the Table
- A penalty incurred for an infraction of the rules whereby a player is responsible for paying for all players.
- Playing Style
- A categorization of a player based on their characteristics and tendencies exhibited when playing the game (MPIAMJQSTT: Playing styles).
- Position
- An educated guess of your potential to win based on an assessment of your hand. See underdog, contender, frontrunner.
- Posy
- A colloquial term for flowers when they are needed.
- Pre-Game
- The Charleston, passing unwanted tiles before East discards their 14th tile (MPIAMJQSTT: Hoptoi’s Strategy by Wall).
- Preliminaries
- Formalities required to set up a game (i.e., mixing tiles, building walls, rolling dice, breaking the wall, distributing the tiles).
- Pung
- A block of three identical tiles.
- Pure
- A hand without jokers. Also known as jokerless hand.
- Push
- To play to win regardless of risk (MPIAMJQSTT: Push/fold judgment).
Q
- Quad Wait
- Need one of four tiles or a joker that can be used in one of four big multiples that would complete the hand (MPIAMJQSTT: Wait patterns).
- Quint
- A block of five identical tiles.
- Quints Category
- A collection of hands on the reference card that use blocks of one or more quints with or without out flowers, dragons, and winds.of one or more quints without flowers, dragons, and winds
R
- Ready
- When a player needs only one tile to complete a given hand.
- Red Flag
- A warning sign that can provide information if interpreted correctly (MPIAMJQSTT: Game theory).
- Respect
- Understanding the value of the game, treating others in a way that shows regard for their feelings, wishes, rights, and traditions of others (MPIAMJQSPT).
- Round
- Four consecutive games played where each player has a chance to be East.
- Run
- Two or more number tiles in a sequence.
S
- Sabotage
- Destruction or interference intended to weaken an opponent (MPIAMJQSTT: Discard Planning).
- Semi-Stealth Mode
- The act of reducing one’s detectability by playing an exposable hand with only one exposure (MPIAMJQSTT: Hand Development).
- Set
- When a player can call for each block in a given hand.
- Sextet
- A block of six identical tiles.
- Shark
- An adaptive-assertive playing style in which a player gathers tiles that can be used in a chosen category. When the player has no discards, they consider the best hands for their collection of tiles. Players tend to take risks to expedite hand development. They also tend to push to win even if they draw risky tiles in the end-game. Practices savvy optimism (MPIAMJQSTT: Playing styles).
- Shopping spree
- When a player exchanges more than one joker in a turn
- Single
- A single tile as a component of a given hand; jokers cannot be used.
- Single Wait
- Need a tile needed to fill a gap that would complete the hand (MPIAMJQSTT: Wait patterns).
- Singles-Pairs Category
- A collection of hands on the reference card that use tiles as singles or pairs. Typically, there is at least one hand that uses the same pattern as another category on the card.
- Situational Awareness
- The ability to be cognizant of the game stage and being aware of what is happening at the table, to better understand information, your opponents’ actions, and your actions will impact outcomes (MPIAMJQSTT: Game theory).
- Skill
- The ability to play the game well by developing skills and correctly applying strategies (MPIAMJQSTT: Luck vs Skill).
- Skipped
- When a tile is discarded, another player may call it and use it to make an exposure. When this happens, turns may be skipped if players are sitting between the discarder and the caller.
- Soap
- White dragon when used as a zero in block of tiles that represent the year or part of a year.
- Social Acuity
- The perception of cues from players at the table and the interpretation of what they could mean (MPIAMJQSTT: Game theory).
- Sportsmanship
- An understanding of and commitment to fair play, integrity, and goodwill toward an opponent. It confirms that a player is disciplined enough to have perspective, maintain poise, and do what is best for everyone involved (MPIAMJQSPT).
- Stealth Mode
- The act of reducing one’s detectability by playing a concealed hand or playing an exposable hand with no exposures (MPIAMJQSTT: Hand Development).
- Stingray
- A fixed-passive playing style in which a hand is picked and played with little to no consideration for other options. Players tend to delay commitment to stay flexible especially if jokers need to be used to call a discard and make an exposure. They also tend to fold earlier than assertive players if they draw risky tiles in the end game. Practices guarded pragmatism (MPIAMJQSTT: Playing styles).
- Straddle
- Playing at the category level with multiple categories in mind allows flexibility in choosing a final direction. This strategy gives you time to collect needed tiles while monitoring discards and exposures to identify the most promising hand.
- Streamline
- To make the most efficient use of the tiles in a dealt hand by keeping number tiles that can be used in blocks that form a sequence (MPIAMJQSTT: Hand development, power play).
- Strong start
- A dealt hand with seven or more tiles towards a category or hand.
- Symbol Tile
- A tile that is not a joker. See Natural Tile.
T
- T-Zone
- Selected categories that that for a t on the reference card to be used as an entry point for beginners to minimize feeling overwhelmed – evens, consecutive run, 369, odds.
- Target
- Focus on the strength of the hand (MPIAMJQSTT: Hand development).
- Tell
- Any physical, verbal, or behavioral cue exhibited by a player during a game that inadvertently reveals information about the status of their hand (MPIAMJQSTT: Game theory).
- The Charleston
- A process where players pass three unwanted tiles before East discards their 14th tile in two rounds of three passes each (MPIAMJQSTT: Hoptoi’s Strategy by Wall). See Compulsory Round and Optional Round.
- Tilt
- An altered mental state when an individual is emoting anger or frustration when playing mah jongg. Impaired judgement (MPIAMJQSPT).
- Tolerance
- The ability or willingness to tolerate something, in particular, the existence of opinions or behavior that one does not necessarily agree with (MPIAMJQSPT).
- Triple Wait
- Need one of three tiles or a joker that can be used in one of three big multiples to complete the hand (MPIAMJQSTT: Wait patterns).
U
- Underdog
- The back or weak perceived position of a player in the game is based on the strength of the hand, number of discards in the hand, number of discards visible, and number of picks left in the wall (MPIAMJQSTT: Position).
V
- V-Zone
- Selected categories that form a v on the reference card to be used as an entry point for beginners to minimize feeling overwhelmed- evens, 369, odds.
- Vulnerability
- One or more single tiles that need to be pairs and could put the hand at risk if the needed tiles are discarded or exposed (e.g., single tile that need to be a pair (MPIAMJQSTT: Hand Development).
W
- Wait Pattern
- A state in which a player needs one tile to complete a hand (MPIAMJQSTT: Wait patterns).
- Wall
- Formation of tiles set up for a game 152 tiles in stacks of two high and nineteen wide on each of the four sides of the table, one in front of each player.
- Wall Game
- When the tiles in the wall have been depleted without a player declaring mah jongg.
- Weakness
- One or more big multiples are represented but need to be built up (e.g., a single that needs to be a pung, a pair that needs to be a kong), which could put the hand at risk of not being completed, especially if the tile(s) are in discards or exposures (MPIAMJQSTT: Hand Development).
- Weeds
- A colloquial term for flowers when they are not needed.
- Window shopping
- When a player sees jokers in exposures and they search to see if they are available for exchange.
- Winds
- Tiles that represent cardinal directions East, South, West, North.
- Winds-Dragons Category
- A collection of hands on the reference card that use blocks with winds or dragons with or without flowers.
- Winning Hand
- When a player completes one of the valid hands on the card.
X
Y
- Year Category
- A collection of hands on the reference card that represent the year with or without flowers, dragons, and winds.
Z
- Zero
- A numeral represented by a white dragon.
GLOSSARY (ARTICLE 999)