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Understanding 2026 NMJL Mahjong Hands
4/17/2026
Table of Contents
2026
(4 hands)
2468
(8 hands)
Any Like Numbers
(3 hands)
Quints
(3 hands)
Consecutive Run
(8 hands)
13579
(9 hands)
Winds and Dragons
(8 hands)
369
(6 hands)
Singles and Pairs
(6 hands)
2026
2026 #1
Rules
Exactly 2 suits for the numbered tiles.
The 0s represent White Dragon (Soap).
Pung of 2 in one suit; kong of 2 and kong of 6 in the other suit.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Only 1 suit used for numbered tiles, but the hand requires exactly 2 suits.
✗ Invalid
3 suits used. The two kongs (2 and 6) must be in the same suit.
2026 #2
Rules
Exactly 2 suits for the numbered tiles.
The 0 in 2026 is a White Dragon (Soap).
Dragons must match their suit (Green = Bam, Red = Crak, White = Dot).
The kong can be either 2 or 6.
No jokers allowed in 2026
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Dragons don't match their suits. Green Dragon matches Bam, Red Dragon matches Crak.
✗ Invalid
The kong must be 2 or 6, not 4.
2026 #3
Rules
Exactly 3 different suits for the numbered tiles.
The 0 in 2026 is a White Dragon (Soap).
The 2026 run, pung of 2, and kong of 6 must each be in a different suit.
No jokers allowed in 2026
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Only 2 suits used. The 2026 singles and the pung of 2 are both in Bam, but they must each be in a different suit.
✗ Invalid
Only 2 suits used. The pung and kong must be in different suits from each other and from the 2026 tiles.
2026 #4
Rules
Exactly 2 suits for the numbered tiles.
The 00 is a pair of White Dragons (Soap).
No jokers allowed in pairs (22 or 00).
NEWS = one each of North, East, West, South. No jokers allowed.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Only 1 suit used for numbered tiles. The pair and pungs must be in different suits.
✗ Invalid
3 suits used. The two pungs (2 and 6) must share the same suit.
2468
2468 #1
Rules
1 or 2 suits allowed.
If 2 suits: pungs of 2 and 4 share one suit, kongs of 6 and 8 share the other.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
3 suits used. Maximum 2 suits allowed, and the pungs must share a suit.
✗ Invalid
The two kongs (6 and 8) must be in the same suit.
2468 #2
Rules
Exactly 2 suits for the numbered tiles.
Kongs of 2 and 8 share one suit; pairs of 4 and 6 share the other suit.
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Only 1 suit used. The kongs and pairs must be in different suits.
✗ Invalid
The two pairs (4 and 6) must share the same suit.
2468 #3
Rules
All numbered tiles in exactly 1 suit.
Winds are fixed: pair of East and pair of West.
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Mixed suits. All numbered tiles must be in 1 suit.
✗ Invalid
Winds are not interchangeable. Must be East pair and West pair in the correct positions.
2468 #4
Rules
Exactly 2 suits for the numbered tiles.
Dragons must match their suit (Green = Bam, Red = Crak, White = Dot).
Kong of 2 and its dragon pung in one suit; kong of 8 and its dragon pung in the other.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Dragons don't match suits. Green Dragon matches Bam, Red Dragon matches Crak.
✗ Invalid
Only 1 suit used. The two kongs must be in different suits.
2468 #5
Rules
All numbered tiles in exactly 1 suit.
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Mixed suits. All numbered tiles must be in the same suit.
2468 #6
Rules
Exactly 3 suits.
The 2468 run is in one suit; each kong is in a different suit from the run and from each other.
Both kongs must be the same even number (2, 4, 6, or 8).
Each single Dragon matches the suit of the kong next to it (Green = Bam, Red = Crak, White = Dot).
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
The two kongs must be the same even number.
✗ Invalid
Green Dragon does not match Crak. Red Dragon matches Crak.
2468 #7
Rules
Exactly 2 suits.
The 2468 run is in one suit; the kong is in a different suit.
Kong can be any even number: 2, 4, 6, or 8.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Only 1 suit used. The 2468 run and the kong must be in different suits.
✗ Invalid
Kong must be an even number (2, 4, 6, or 8), not 5.
2468 #8
Rules
CONCEALED hand only.
Exactly 2 suits.
Each suit has singles of 2, 4, 6 and a pung of 8.
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Only 1 suit used. Must use exactly 2 suits.
✗ Invalid
This hand must be CONCEALED. No tiles can be called from other players except the winning tile.
Any Like Numbers
Any Like Numbers #1
Rules
Exactly 2 suits.
All tiles are the same number (any number 1-9).
One suit has a kong, six Flowers in the middle, and the other suit has a kong.
The sextet of flowers must be exposed as a sextet. It cannot be exposed as two separate pungs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Only 1 suit used. Must use exactly 2 different suits.
✗ Invalid
Both kongs must be the same number.
Any Like Numbers #2
Rules
Exactly 3 suits.
All numbered tiles are the same number (any number 1-9).
Each Dragon matches its suit (Green = Bam, Red = Crak, White = Dot).
Pattern is kong-D-pung-D-kong-D.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Dragons don't match their suits. Green Dragon matches Bam, Red Dragon matches Crak.
✗ Invalid
Only 2 suits used. Must use all 3 suits.
Any Like Numbers #3
Rules
Exactly 3 suits.
All numbered tiles are the same number (any number 1-9).
Dragon can be any type (does not need to match a specific suit).
Pattern is FF-kong-pair-kong-DD.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Only 2 suits used. Must use all 3 suits.
✗ Invalid
All numbered tiles must be the same number. The pair must match the kongs.
Quints
Quints #1
Rules
Exactly 3 suits.
All tiles are the same number (any number 1-9).
Quint (5 tiles) in one suit, kong in another, quint in the third.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Only 2 suits used. Must use all 3 suits.
✗ Invalid
All tiles must be the same number.
Quints #2
Rules
All numbered tiles in exactly 1 suit.
Any 3 consecutive numbers.
Pattern is quint of first number, pair of middle number, quint of third number.
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
All numbered tiles must be in the same suit.
✗ Invalid
Numbers must be consecutive (e.g. 1-2-3), not skipping (1-3-5).
Quints #3
Rules
All numbered tiles in exactly 1 suit.
Any 2 different numbers (not necessarily consecutive).
Dragon must NOT match the numbered suit (opposite dragon).
Pattern is quint, quint, kong of dragon.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Green Dragon matches Bam. Must use an opposite dragon (Red or White).
✗ Invalid
Both quints must be in the same suit.
Consecutive Run
Consecutive Run #1
Rules
All tiles in exactly 1 suit.
Only two starting positions allowed: 1-2-3-4-5 or 5-6-7-8-9.
Pattern is pair, pung, pair, pung, kong of 5 consecutive numbers.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Only two runs allowed: 1-2-3-4-5 or 5-6-7-8-9.
✗ Invalid
All tiles must be in the same suit.
Consecutive Run #2
Rules
1 or 2 suits allowed.
Any 5 consecutive numbers.
Pattern is FFF-kong-single-single-single-kong.
If 2 suits: kongs share one suit, singles share the other.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Too many suits. Maximum 2 suits allowed, and the kongs must share a suit.
✗ Invalid
Numbers must be 5 consecutive (e.g. 1-2-3-4-5), not odd numbers.
Consecutive Run #3
Rules
Exactly 3 suits.
Any 3 consecutive numbers.
Pairs in one suit, pungs in another, kong in the third.
Pairs must match the pungs' numbers (e.g., pairs of 1,2 with pungs of 1,2 and kong of 3).
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Pairs must match the pungs: if pairs are 1 and 2, pungs must also be 1 and 2.
✗ Invalid
The two pairs must share one suit and the two pungs must share a different suit.
Consecutive Run #4
Rules
1 or 2 suits allowed.
Any 4 consecutive numbers.
Pattern is pung, pung, kong, kong.
If 2 suits: pungs share one suit, kongs share the other.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
3 suits used. Maximum 2 suits, and if 2, pungs share one and kongs share the other.
✗ Invalid
Numbers must be 4 consecutive (e.g. 1-2-3-4), not skipping.
Consecutive Run #5
Rules
1 or 2 suits allowed.
Any 3 consecutive numbers.
Dragon kong must match the middle number's suit (Green = Bam, Red = Crak, White = Dot).
If 2 suits: pairs in different suits, pung matches first pair's suit, dragon matches second pair's suit.
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Dragon must match the suit. Green Dragon matches Bam, not Red.
✗ Invalid
3 numbered suits used. Maximum 2 suits allowed.
Consecutive Run #6
Rules
All numbered tiles in exactly 1 suit.
Any 2 consecutive numbers.
Pattern is kong, six Flowers, kong.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Both kongs must be in the same suit.
✗ Invalid
Numbers must be consecutive (e.g. 1-2), not skipping.
Consecutive Run #7
Rules
1 or 3 suits allowed.
Any 3 consecutive numbers.
Pattern is FF-kong-kong-kong.
If 3 suits, each kong is in a different suit.
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
2 suits used. Must be 1 suit or 3 suits, not 2.
✗ Invalid
Numbers must be 3 consecutive (e.g. 2-3-4), not even numbers.
Consecutive Run #8
Rules
CONCEALED hand only.
Exactly 3 suits.
Any 4 consecutive numbers.
Two suits each have: single of first number, pair of second, pung of third.
Third suit has a pair of the fourth number.
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Only 2 suits used. The two 1-22-333 groups must be in different suits.
✗ Invalid
This hand must be CONCEALED. No tiles can be called from other players except the winning tile.
13579
13579 #1
Rules
1 or 3 suits allowed.
Fixed numbers: pairs of 1 and 5, pungs of 3 and 7, kong of 9.
If 3 suits: pair+pung groups share suits (1,3 in one suit; 5,7 in another; 9 in the third).
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Suits don't follow the group pattern. Pair of 1 and pung of 3 must share a suit.
✗ Invalid
Only 2 suits used. Must be 1 suit or 3 suits, not 2.
13579 #2
Rules
Exactly 2 suits.
Only two number combinations: 1-3-3-5 or 5-7-7-9.
Pungs in one suit, kongs in the other.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Only 1 suit used. Must use exactly 2 suits.
✗ Invalid
Wrong number pattern. Must be 1-3-3-5 or 5-7-7-9.
13579 #3
Rules
All numbered tiles in exactly 1 suit.
Only two number combinations: 1-3-5 or 5-7-9.
Winds are fixed: North pair and South pair only.
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Wrong number pattern. Must be 1-3-5 or 5-7-9.
✗ Invalid
Only North and South winds allowed, not East and West.
13579 #4
Rules
Exactly 3 suits.
First suit has singles of 1, 3, 5, 7, 9 with one number doubled to form a pair.
The two kongs must be the same number as the paired value.
Kongs are in the other 2 suits.
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Pair is 1 but kongs are 5. Kongs must match the paired number.
✗ Invalid
Only 2 suits used. Kongs must be in different suits.
13579 #5
Rules
All numbered tiles in exactly 1 suit.
Only two number combinations: 1-3-5 or 5-7-9.
Dragon must match the suit (Green = Bam, Red = Crak, White = Dot).
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Red Dragon matches Crak, not Bam. Use Green Dragon with Bam.
✗ Invalid
Wrong number pattern. Must be 1-3-5 or 5-7-9.
13579 #6
Rules
Exactly 3 suits.
Only two number combinations: 1-3-5 or 5-7-9.
Pairs share one suit, pungs share another, kong in the third.
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Pairs must share one suit and pungs must share another.
✗ Invalid
Pairs and pungs share the same suit (Bam). They must be in different suits.
13579 #7
Rules
1 or 2 suits allowed.
Fixed numbers: kongs of 1 and 9, pairs of 3, 5, and 7.
If 2 suits: kongs share one suit, pairs share the other.
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Pairs are in mixed suits. All three pairs must be in the same suit.
✗ Invalid
3 suits used. Maximum 2 allowed.
13579 #8
Rules
CONCEALED hand only.
Exactly 3 suits.
Only two number combinations: 1-3-5 or 5-7-9.
Pairs of first three numbers share one suit. Each pung of the first number is in a different suit.
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Pungs must be the first number in the run (1 for 1-3-5, or 5 for 5-7-9), not the middle number.
✗ Invalid
This hand must be CONCEALED. No tiles can be called from other players except the winning tile.
13579 #9
Rules
CONCEALED hand only.
All numbered tiles in exactly 1 suit.
Dragon must NOT match the numbered suit (opposite dragon).
Fixed pattern: FF 1-3-5 singles, pung of 7, pung of 9, pung of dragon.
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Green Dragon matches Bam. Must use an opposite dragon (Red or White).
✗ Invalid
This hand must be CONCEALED. No tiles can be called from other players except the winning tile.
Winds and Dragons
Winds and Dragons #1
Rules
Two valid arrangements only.
Option 1: NNNN EEE WWW SSSS (North and South as kongs).
Option 2: NNN EEEE WWWW SSS (East and West as kongs).
Kongs must be opposite wind pairs: N/S together or E/W together.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
N and E are kongs but they are not opposite winds. Kongs must be N/S or E/W.
✗ Invalid
N and E are pungs, W and S are kongs. Kongs must be opposite: N/S or E/W.
Winds and Dragons #2
Rules
Any 4 consecutive numbers in any 1 suit.
All 3 dragon types must be used: two pungs and one kong.
The kong can be any of the 3 dragon types.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Numbers must be 4 consecutive (e.g. 1-2-3-4), not skipping.
✗ Invalid
All 3 different dragon types must be used.
Winds and Dragons #3
Rules
Exactly 2 suits for the numbered tiles.
Any like odd number (1, 3, 5, 7, or 9) for both kongs.
Both kongs must be the same number.
Winds are fixed: North pung and South pung.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Must be an odd number (1, 3, 5, 7, or 9), not even.
✗ Invalid
Both kongs must be the same number.
✗ Invalid
Winds must be North and South, not East and West.
Winds and Dragons #4
Rules
Exactly 2 suits for the numbered tiles.
Any like even number (2, 4, 6, or 8) for both kongs.
Both kongs must be the same number.
Winds are fixed: East pung and West pung.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Must be an even number (2, 4, 6, or 8), not odd.
✗ Invalid
Both kongs must be the same number.
✗ Invalid
Winds must be East and West, not North and South.
Winds and Dragons #5
Rules
Any single wind type as a kong (N, E, W, or S).
Any single dragon type as a kong (R, G, or W).
Wind and dragon can be any combination.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Second kong must be a dragon, not a wind.
✗ Invalid
First kong must be a wind, not a dragon.
Winds and Dragons #6
Rules
Numbers 1, 2, 3, 4 all in exactly 1 suit.
Winds are fixed and cannot be swapped: 1 North, 2 East, 3 West, 4 South.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
South and North are swapped. Must be: N with 1, EE with 2, WWW with 3, SSSS with 4.
✗ Invalid
All numbers must be in the same suit.
Winds and Dragons #7
Rules
Two valid arrangements for winds.
Option 1: FF NNNN SSSS (North and South kongs) with 2 pairs of different dragons.
Option 2: FF EEEE WWWW (East and West kongs) with 2 pairs of different dragons.
Wind kongs must be opposite pairs: N/S or E/W.
The two dragon pairs must be different types.
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Wind kongs must be opposite: North/South or East/West, not North/East.
✗ Invalid
The two dragon pairs must be different types.
Winds and Dragons #8
Rules
CONCEALED hand only.
All numbers (2, 0, 2, 6) in exactly 1 suit. The 0 is a White Dragon (Soap).
Winds are fixed: NN EEE WWW SS.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
The 2s and 6 must all be in the same suit.
✗ Invalid
This hand must be CONCEALED. No tiles can be called from other players except the winning tile.
369
369 #1
Rules
2 or 3 suits allowed.
Pungs of 3 and 6 must share one suit.
If 2 suits: kongs of 6 and 9 share the other suit.
If 3 suits: kong of 6 in one suit, kong of 9 in another.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Pungs of 3 and 6 must share the same suit.
✗ Invalid
Only 1 suit used. Must use at least 2 suits.
369 #2
Rules
Exactly 3 suits.
Pairs of 3 and 6 share one suit.
Pungs of 3 and 6 share another suit.
Kong of 9 in the third suit.
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Pairs of 3 and 6 must share a suit, and pungs of 3 and 6 must share a different suit.
✗ Invalid
Pairs and pungs share a suit (Bam). They must be in different suits.
369 #3
Rules
1 or 3 suits allowed for the numbered tiles.
If 1 suit: dragon matches the suit.
If different suits: numbered tiles (3, 6, 9) all share one suit, dragon may be from a different suit.
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
All numbered tiles (3, 6, 9) must be in the same suit.
369 #4
Rules
Exactly 2 suits.
Pairs of 3 and 6 share one suit.
Pungs of 6 and 9 share the other suit.
NEWS = one each of North, East, West, South.
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Pairs of 3 and 6 must share one suit, pungs of 6 and 9 must share another.
✗ Invalid
Only 1 suit used. Must use exactly 2 suits.
369 #5
Rules
Exactly 3 suits.
First suit has singles of 3, 6, 9 with one number doubled to form a pair.
The kong numbers must match the pair.
Kongs are in the other 2 suits.
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Pair is 3 but kongs are 6. Kongs must match the paired number.
✗ Invalid
Only 2 suits used. Kongs must be in different suits, for a total of 3 suits.
✗ Invalid
Pair is 6 but kongs are 3. Kongs must match the paired number.
369 #6
Rules
CONCEALED hand only.
Exactly 2 suits.
First suit has pungs of 3, 6, and 9.
Second suit has singles of 3, 6, and 9.
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Only 1 suit used. Must use exactly 2 suits.
✗ Invalid
This hand must be CONCEALED. No tiles can be called from other players except the winning tile.
Singles and Pairs
Singles and Pairs #1
Rules
CONCEALED hand only.
Exactly 3 suits.
All numbered tiles are the same number (any number 1-9).
Each suit has a single number tile paired with its matching dragon.
All 4 winds as pairs: NN EE WW SS.
Dragons must match their suit (Green = Bam, Red = Crak, White = Dot).
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Dragons don't match suits. Green Dragon matches Bam, Red Dragon matches Crak.
✗ Invalid
Only 2 suits used. Must use all 3 suits.
Singles and Pairs #2
Rules
CONCEALED hand only.
Exactly 3 suits.
Fixed pattern across 3 suits: each suit has 2, 4 singles and 6, 8 pairs.
Third suit has only a pair of 8.
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
First two groups are the same suit. Each must be a different suit.
✗ Invalid
This hand must be CONCEALED. No tiles can be called from other players except the winning tile.
Singles and Pairs #3
Rules
CONCEALED hand only.
Exactly 3 suits.
First suit: pair of 3, single 6, single 9.
Second suit: single 3, pair of 6, single 9.
Third suit: single 3, single 6, pair of 9.
The pair rotates through the suits for 3, 6, and 9.
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Two suits have pairs of 3. Each suit's pair must be a different number: one has pair of 3, another pair of 6, another pair of 9.
✗ Invalid
This hand must be CONCEALED. No tiles can be called from other players except the winning tile.
Singles and Pairs #4
Rules
CONCEALED hand only.
All numbered tiles in exactly 1 suit.
Any 7 consecutive numbers.
All tiles are pairs.
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
All pairs must be in the same suit.
✗ Invalid
Numbers must be 7 consecutive (e.g. 1-2-3-4-5-6-7), not skipping.
✗ Invalid
This hand must be CONCEALED. No tiles can be called from other players except the winning tile.
Singles and Pairs #5
Rules
CONCEALED hand only.
Exactly 2 suits.
Each suit has: pair of 1, singles of 3, 5, 7, and pair of 9.
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Only 1 suit used. Must use exactly 2 different suits.
✗ Invalid
This hand must be CONCEALED. No tiles can be called from other players except the winning tile.
Singles and Pairs #6
Rules
CONCEALED hand only.
Exactly 3 suits.
Each suit spells out 2026: single 2, White Dragon (0), single 2, single 6.
The 0 is a White Dragon (Soap) in each group.
No jokers allowed in pairs.
Valid Examples
✓ Valid Hand
✓ Valid Hand
Common Mistakes
✗ Invalid
Only 2 suits used. Each 2026 group must be in a different suit for exactly 3 suits.
✗ Invalid
This hand must be CONCEALED. No tiles can be called from other players except the winning tile.