How to Read the NMJL Card (2026 Guide)
Published
Updated
Written by Joseph Touma · Creator of Mahj Parlour
Why the Card Matters
In American Mahjong, you can’t just collect any combination of tiles and call it a win. Every winning hand must match one of the patterns listed on the official NMJL card, published each year by the National Mah Jongg League. The card is the rulebook for what counts as a valid Mahjong.
No card, no game. Every spring the League releases a completely new card with different hands. This annual refresh keeps the game exciting and means nobody can simply memorize their way to victory forever.
If you’re new to the game, the card can look like a wall of cryptic symbols. But once you understand the notation, it’s surprisingly straightforward. This guide breaks it down.
Where to Get the 2026 Card
You can order the official card from nationalmahjonggleague.org in standard or large-print sizes. You’ll need the current year’s card to play, whether at a table or in an app like Mahj Parlour.
Understanding the Layout
The card is divided into categories, each grouping hands by a common theme. While the specific hands change every year, the card typically includes sections like:
- 2468 — hands using only even-numbered tiles
- 13579 — hands using only odd-numbered tiles
- Consecutive Run — hands built from sequential tile groups
- Quints — hands requiring five of a kind (jokers required)
- Winds and Dragons — hands focused on honor tiles
- Singles and Pairs — concealed hands with no groups larger than two
Each category has its own personality. Some favor aggressive play with lots of exposures; others require patience and concealment.
Each hand is written on a single line showing:
- The tile pattern you need to collect
- The point value of the hand (25, 30, 50, and up)
Higher point values mean harder hands. They also mean bigger payouts when you win.
Reading the Symbols
Numbers
Numbers on the card (1 through 9) represent tile values within a suit. So “1 1 1” means three 1s of a particular suit.
Suit Colors
This is the part that trips up most beginners. The card uses colors to indicate which suits you need, but the colors on the card don’t correspond to specific suits. Instead, they tell you about the relationship between suits:
- Same color means same suit (your choice of Craks, Bams, or Dots)
- Different colors mean different suits
For example, if a hand shows a group in blue and another group in red, those two groups must come from two different suits. But you get to decide which suits fill those roles.
Letters and Abbreviations
- F = Flower
- D = Dragon (Red, Green, or White)
- N, E, S, W = Wind tiles (North, East, South, West)
- 0 = White Dragon (sometimes called “soap” or “zero”)
- R = Red Dragon
- G = Green Dragon
Some hands specify exact dragons or winds. Others leave it open, letting you use any dragon or any wind.
Groupings
Tiles on the card are grouped by spaces:
- Pair = two identical tiles (e.g., “1 1”)
- Pung = three identical tiles (e.g., “1 1 1”)
- Kong = four identical tiles (e.g., “1 1 1 1”)
- Quint = five identical tiles (e.g., “1 1 1 1 1”), which requires at least one Joker
- Sextet = six identical tiles (e.g., “1 1 1 1 1 1”), requiring at least two Jokers
Remember that Jokers can only substitute in groups of three or more. You can never use a Joker in a pair. (For definitions of these and other terms, see our American Mahjong glossary.)
The “C” Marker
Some hands have a “C” next to them. This means the hand must be concealed. You cannot call any discarded tiles (except the final winning tile). Concealed hands are harder to complete but typically worth more points.
The “X” Value
Some hands use “X” to represent a variable number. For example, if a hand shows “XX XX XX,” the X could be any number, as long as each pair matches. The card will specify constraints, like consecutive numbers or matching values.
How to Spot Beginner-Friendly Hands
Every card has hands that are simply more attainable than others. Without reproducing the card here (the hands are the League’s), you can identify the friendlier ones on your own card by looking for:
- Lower point values. The 25-point hands are priced that way because they’re the most achievable.
- No “C” marker. Hands that allow exposures let you call discards, which speeds up your hand dramatically.
- Pungs and kongs over pairs. Groups of three or more accept jokers; pair-heavy hands (especially Singles and Pairs) allow none.
- Flexible suits and values. Hands that accept “any dragon” or “any consecutive run” give you more ways to finish than hands demanding exact tiles.
How to Pick a Hand at the Table
When you first look at your tiles after the deal, scan the card for patterns that overlap with what you’re holding. Here’s a practical approach:
- Look at what you have. Do you have clusters in one suit? Lots of winds? Several pairs?
- Find two or three candidate hands. Don’t lock in on one hand too early, especially before the Charleston.
- Evaluate flexibility. Hands that share tiles with each other let you pivot if your first choice stalls.
- Consider concealment. Concealed hands are risky. If you’re new, start with hands that allow exposures.
- Watch the table. As the game progresses, pay attention to what other players are discarding. If no one is throwing the tiles you need, that’s a good sign.
Practice Reading the Card
The best way to get comfortable with the NMJL card is to play. Each game forces you to scan the card, evaluate your tiles, and make a decision. Over time, you’ll start recognizing patterns at a glance.
Mahj Parlour supports the 2026 NMJL card, so you can practice reading and choosing hands against bots, with hand recommendations when you’re stuck, before playing with friends or online opponents.