Understanding Mahjong Tiles: Names, Suits & Symbols
Learn to recognize and name every tile in an American Mahjong set, from the bird on 1 Bam to the White Dragon called Soap. Examples from the imagined Venezia collection help you practice with confidence.

Start with the face of the tile
This guide uses Venezia as a visual teaching example. Venezia is an imagined tile collection: its graphic designs exist, but the physical tiles are not yet available for retail purchase. Use these illustrations to learn the tile names, then compare them with the American Mahjong set you already own. Other sets may use different artwork for the same tiles.
You do not need to read Chinese to begin recognizing the tiles in this set. Start by noticing the picture, the number or letter in the corner, and the name underneath each example.
The tile face tells you its identity. In the Venezia collection, the faces are white and the shared backs are teal with a kingfisher design. That bird on the back does not identify the tile: all the tiles use that same back.
For this lesson, lay your tiles face up and sort them as you read. You are learning to name individual tiles. You can learn shuffling, dealing, passing, and taking turns once these names feel familiar.

Give numbered tiles a number and a suit
American Mahjong has three numbered suits: Dots, Bams, and Craks. Each suit runs from 1 through 9.
Name a suited tile by saying its number and then its suit: “2 Dot,” “6 Bam,” or “9 Crak.” “A two” is incomplete because there is a 2 in each of the three suits.

For numbered tiles, a match needs both the same number and the same suit. Put a 2 Dot beside another 2 Dot, then compare them with a 2 Bam. This small distinction becomes much easier when you always say the complete name.
Dots: count the circles
Dots are also called Circles. Look for separate round symbols. One circle makes 1 Dot, two circles make 2 Dot, and so on through 9 Dot.
Venezia decorates each circle with a floral rosette. Count the separate circles, not the petals inside a circle. The large ornate circle on 1 Dot is still one Dot; it is not a Flower tile.

The corner numeral is a useful check. Find the 7 Dot and count its seven separate rosettes. Then find the 1 Dot and say “1 Dot” aloud. A different set might use plain rings or a different mix of colors, but the number and suit give the tile its name.
Bams: bamboo, with a bird for 1
Bam is short for Bamboo. On most tiles in this suit, the number corresponds to the number of bamboo sticks. Venezia replaces the sticks with striped Venetian mooring poles.
The special face to remember is 1 Bam. It usually depicts a bird. Here it is a kingfisher perched on a pole, with a 1 in the corner. Call it “1 Bam,” even though its picture looks different from the other Bams.

Find 1 Bam first and place it at the start of the Bam row. Count the poles on 7 Bam, then check the numeral. Your set may use a different bird or bamboo arrangement. The bird tile still belongs with the numbered Bams.
Craks: read the number above 萬
Craks are also called Characters; you may also see the spelling “Cracks.” These tiles have a Chinese numeral above the shared character 萬.
In Venezia, the numeral is blue, 萬 is red, and a small Arabic number appears in the upper-left corner. Use that corner number while you learn the larger Chinese numerals. The decorative arch is part of the design.

Say the number followed by “Crak”: 1 Crak, 2 Crak, and so on. The first three Chinese numerals are one, two, and three horizontal strokes. From 4 onward, use the labeled examples and corner numbers rather than counting strokes.
Winds: North, East, West, and South
Winds are named tiles rather than numbered suit tiles. Learn the four English initials: N means North, E means East, W means West, and S means South.
Venezia places each initial above a compass rose and a scene, with a Chinese character below. The scene is decoration. The initial is the quickest way to identify the wind.

Read N, E, W, and S as four separate identities, even if they appear together as NEWS on a card. A North and an East are both winds, but they are not matching tiles. Say the full wind name when practicing.
Dragons: Red, Green, and White
There are three dragon identities. Venezia’s Red Dragon has a red dragon illustration and the character 中. Its Green Dragon has a green dragon and 發. The White Dragon has a blue-and-gold rectangular frame with an open center.
White Dragon is commonly called “Soap.” These are two names for the same tile, not two different tiles. Other sets might show a border, a simple blank face, a dragon picture, or letters on their dragons. Check the maker’s key when a design is unfamiliar.

The traditional matching-suit associations are Red Dragon with Craks, Green Dragon with Bams, and White Dragon with Dots. Remember the association when you later encounter “matching dragons” on the NMJL card; the printed hand still determines what you need.
A 0 on the NMJL card represents a White Dragon/Soap used as zero. There is no separate 0 Dot, 0 Bam, or 0 Crak tile. In that zero role, Soap is suitless.
Flowers: different pictures, the same tile name
Venezia’s eight Flowers have different botanical pictures, an F, and numbers 1 through 8. Each one is called “Flower.” In NMJL American Mahjong, those numbers distinguish the artwork; they do not give the Flowers different playing values.
All eight Flowers are interchangeable for a Flower requirement. For example, two different flower pictures can form a pair of Flowers. On the NMJL card, F stands for Flower.
Other sets may use seasons, people, or other scenes for these tiles. Use that collection’s identification key instead of assuming that every tile with a plant picture is a Flower.

Compare a Flower with 1 Dot and 1 Bam. The rosette on 1 Dot and the kingfisher on 1 Bam are their suit designs. Neither becomes a Flower because its artwork is decorative or nature-themed.
Jokers: look for the separate Joker design
Venezia’s Joker has the word JOKER above a carnival mask. A standard American Mahjong playing set includes eight Jokers. They are separate from Flowers, winds, dragons, and the numbered suits.
A Joker has a wild-card role, but it cannot replace every tile in every situation. Under NMJL rules, it can substitute in a group of three or more identical tiles; it cannot stand for a single tile or either tile in a pair.
For this recognition lesson, learn to identify your set’s Joker first. Joker exchange procedures belong with the game-mechanics lesson.

Check your collection’s tile key if its Joker has a different symbol. A spare blank tile does not automatically become a Joker. Replacement markings and any extras should be identified before those pieces join the playing set.
Three look-alikes worth separating
Venezia’s decorative designs make these three tiles a useful recognition check. Read their identities before relying on the subject of the picture.

Put these three examples in different groups: Dots, Bams, and Flowers. If you hesitate, look back at the full suit charts and compare the corner markings as well as the main picture.
Check the 152-tile playing inventory
A complete NMJL playing set uses the following tiles. A box can contain additional replacement pieces; its total contents may be larger than the playing inventory.
36 Dots
Four copies of every number from 1 through 9.
36 Bams
Four copies of every number from 1 through 9, including four bird tiles for 1 Bam.
36 Craks
Four copies of every number from 1 through 9.
16 winds
Four North, four East, four West, and four South.
12 dragons
Four Red, four Green, and four White/Soap.
8 Flowers
Venezia uses each of its eight Flower pictures once.
8 Jokers
Eight copies of the Joker face. These counts add up to 152 playing tiles.
Practice with your own tiles
A few minutes of sorting and naming will help more than trying to memorize the whole set at once. Keep the labeled charts nearby.
Sort by family
Make separate areas for Dots, Bams, Craks, winds, dragons, Flowers, and Jokers. Work with face-up tiles. If a piece does not fit confidently, compare it with your collection’s key before putting it into a group.
Quick checkFind the bird tile and place it with the Bams, not the Flowers.
Build the three numbered rows
Take one example of each numbered face and arrange Dots 1–9, Bams 1–9, and Craks 1–9. Say each full name as you place it. This exercise uses 27 tiles, one of each numbered identity.
Quick checkA complete numbered row contains nine identities. The full playing set has four copies of each identity.
Name a mixed selection
Mix a small face-up selection from different families. Point to one tile at a time and say its full name. Start slowly. If you only know “six,” look again and add the suit. If you say “bird,” practice replacing that with “1 Bam.”
Quick checkAsk a partner to name a tile for you to find, then swap roles.
Try the six-tile recognition check
Name A through F before reading the answer key. These are individual examples, not a rack to play or a winning hand.

For A, B, and C, say both the number and the suit. For D and E, name the specific wind or dragon. F has its own tile-type name.
You are ready for the next lesson when…
You can name a numbered tile using its number and suit, recognize all four winds and three dragons, and separate Flowers from Jokers. You know that the bird is 1 Bam and that White Dragon and Soap mean the same tile.
Keep this guide within reach as a reference. The next step is learning the game mechanics with your materials ready: building walls, dealing, moving through the Charleston, and taking turns. Those procedures are a separate lesson, so you can focus on one skill at a time.

