The notation

How to read a ONE card.

The canonical notation reference for every ONE Mahjong card. The legend strip printed on each card is the pocket version of this page; the two always agree. Ten minutes here and the card stops being a puzzle and starts being a menu.

The shape of a hand

Every line on a ONE card is one complete winning hand — fourteen tiles, written left to right, with the points waiting at the end of the line. The spaces matter: each cluster of characters between spaces is a group, and a group is a thing you build as a unit. Count any line and you'll get fourteen. Every time. We checked.

A quick anatomy lesson, using a real line from our 2026 Alpha card:

FFF NEWS 135 2222 — 25 points

Four groups: three flowers, the four winds, a one-three-five, and four 2s. Three plus four plus three plus four — fourteen tiles, and the 25 is what the hand pays when you win with it. That's the whole grammar. Everything else on this page is vocabulary.

The symbols

Numbers (1–9)

A digit is a number tile. A repeated digit is that many of the same tile: 33 is a pair of 3s, 333 is three of a kind, 2222 is four of a kind. When different digits share a group — 123, 135, 1234 — you collect each of those numbers, one tile apiece. Each group lives in one suit — Bams, Craks, or Dots, your choice — and different groups may match suits or not, as your rack allows. The card doesn't police your color scheme.

0 — the White Dragon, affectionately the Soap

Wherever you see a 0, play the White Dragon tile. It's a dragon that moonlights as a zero, which is why it keeps such mixed company: 0000 is four Soaps, and in a group like 0124 it slides right in among the numbers.

D — any one dragon

Your pick of Red, Green, or White. A group of Ds is one dragon, chosen by you: DDD is three of whichever dragon you like, not one of each. Separate D groups each make their own choice.

R and G — that dragon exactly

When a card wants a specific color, it says so: R is the Red Dragon, G is the Green. No substitutes, no choosing. (The 2026 Alpha card happens to leave every dragon up to you; you'll meet R and G on other ONE cards.)

Z — any one wind

Same idea as D, but for winds: ZZZ is three of whichever wind you choose — North, East, West, or South.

N, E, W, S — that wind exactly

A plain letter means that specific wind. SSS is three Souths. EW is an East and a West, keeping each other company in one small group.

NEWS — one of each wind

A four-tile group holding North, East, West, and South, one apiece. The whole table, in tile form.

F — any flower

Flowers are wildcard-adjacent in spirit but not in law: any flower tile fills an F. FFFF is any four of them, no botanical preferences.

C — a concealed hand

A jade C badge at the end of a line means the hand must stay in your rack until you win. No exposures — that is, you can't call a discard and lay a completed group face-up on the rack the way you normally would. You build the whole thing quietly and reveal it only when you declare mahj (the winning moment, for anyone new to the table). Concealed hands are harder, and their printed points already say thank you for the trouble.

Jokers, in plain words

One rule, honestly applied:

A joker can stand in only within a group of three or more identical tiles — never in a pair, a single, a run, or NEWS.

Count the tiles in the printed group, and check they're identical. Three or more of the same tile, and a joker can be whatever that group needs — a 7, a dragon, a wind, a flower. Anything else — a pair, a single, a run like 135, the one-of-each NEWS — and the tiles must be the real thing. That's the entire test. Flowers all count as the same tile for this test.

From the Alpha card's Dragon's Hoard section:

DDD 0000 1 22 4444 — 30 points

Jokers may help with the DDD, the 0000, and the 4444 — all groups of three or more identical tiles. The lone 1 and the pair of 22 are yours to find honestly. This is also why our Small Wonders section is the quietest table in the house: the singles and pairs that carry those hands are exactly where jokers can't go.

How points work

Every hand on a ONE card is worth 25 to 60 points, in steps of five, and the number means one thing: measured difficulty. Before a hand earns a line on our card, we deal it and play it in simulation — over and over, far past the point of reasonableness — and watch how often it actually gets finished. Hands that come home easily sit at 25 and 30. Hands that make you sweat pay 50 and up. Concealed hands carry a premium that's already folded into their printed number; no arithmetic required at the table.

Two honest footnotes. First, these are estimates — good ones, built on more dealt hands than any of us will play in a lifetime, but estimates. As real tables play real games, the numbers will keep sharpening, and when they move, we'll say so. Second, our points won't always agree with what tradition would have charged for a similar-looking hand. Tradition priced by feel. We priced by playing. When the two disagree, we went with the evidence.

The nine sections

Our card sorts its hands into nine families — ours, named by us, organized by how the hands are actually built:

  1. High Fives — every hand holds a five-tile group — usually five of a kind, more copies than the set carries of most tiles. Joker country.
  2. Small Wonders — the singles and pairs that carry these hands are exactly where jokers can't go.
  3. The Compass Club — the winds run these hands: N, E, W, S, in pairs, in threes, or all four at once.
  4. Dragon's Hoard — dragon-heavy hands: D, R, G, and the Soap, stacked like treasure.
  5. Full Bloom — four flowers or more in every hand. The garden section.
  6. Echo Echo — one number, repeated across the whole hand until it rings.
  7. Leapfrog — skip-counting hands: 1-3-5, 3-5-7, every other number.
  8. Step by Step — consecutive numbers, marching in order.
  9. Kitchen Sink — a little of everything, for hands too sociable to pick one theme.

Within each section, hands run easy to hard, top to bottom. The first line is the friendly handshake; the last line is the showpiece.

A worked example, start to finish

Back to our opening line, first hand in The Compass Club:

FFF NEWS 135 2222 — 25 points

Read it group by group, left to right:

  • FFF — three flowers. Any three; they don't have to match.
  • NEWS — North, East, West, South. One of each.
  • 135 — a 1, a 3, and a 5, all in one suit of your choosing.
  • 2222 — four 2s, one suit, all identical.

Fourteen tiles. Jokers can pinch-hit in the FFF and the 2222 — big groups of identical tiles — while the NEWS (one of each) and the 135 (a run) you find honestly. It sits at 25 points, the gentlest price in its section. If you're teaching someone this week, start them here: four tidy groups, half of them joker-friendly, and the pleasant discovery that the scary-looking card is just a menu written in shorthand.

Example hands quoted above are from our 2026 Alpha card — every hand machine-checked as novel against the full 21-year archive before release. The notation here matches the card's printed legend exactly.