Mahjong
The game and the winning call, one word in prose. "American Mah Jongg" and "National Mah Jongg League" when naming the game or the League formally.
Bam, Crak, Dot
The three suits (bamboo, character, circle). Number before suit: "Four Bam". Never "Bamboo", "Character", "Circle" as the primary word. The 1 Bam is the Bird and is labelled "Bird Bam" in teaching content.
Wind
North, East, West, South; four each. Written in the order N, E, W, S ("NEWS", a mnemonic,).
Dragon
Red, Green, Soap; four each. Matching Dragon: the one that pairs with a suit (T-4). Any Dragon: any of the three.
Soap (White Dragon)
The white dragon; pairs with Dot; the only tile that can be a zero (T-5).
Flower
The eight interchangeable bonus tiles; no suit.
Joker
The wild tile; eight; groups of three or more only (J-1).
Honor tile
A Wind or a Dragon. Flowers and Jokers are "specials", not honors.
Natural (symbol tile)
Any tile that is not a Joker.
Blank
A spare unmarked tile; not part of the 152; a house variant (V-4).
Single, Pair, Pung, Kong, Quint, Sextet
One, two, three, four, five, six identical tiles (S-2).
Run, NEWS, year
Groups of different tiles: singles and pairs by rule (S-3).
Chow
A called run in other mahjongs; does not exist in American Mahjong (S-4).
The card
The League's annual Official Standard Hands and Rules card (K-1). Section, line, value; X exposed, C concealed.
Line
One printed hand on the card. Solution, or hand: one concrete 14-tile way to make a line.
East
The dealer's seat, rotating right each hand (D-1, D-3). The League also calls East the pivot.
Pivot
In OOTT teaching, to switch the line you are building (K-4). In the League's four-handed rotation, the original East (V-1). Say which you mean.
Rack
The tray: back ledge for the hand, front ledge for exposures. Racking: resting a tile on the sloped part with the others (P-3).
Wall
The four two-high lines of 19 stacks (D-4). Breaking the wall: East's dice roll (D-5). Pusher: the arm that slides a wall out. Washing: mixing the tiles face down.
The deal
Four at a time until everyone holds twelve, then a last pass of its own: East takes the first and third from the top ("the dance") and everyone else takes one (D-6).
Charleston
The pre-game passing (CH-1). First Charleston: right, across, left. Second Charleston: left, across, right. ROLLOR: the mnemonic.
Blind pass
Passing on tiles just received without looking, last pass of either Charleston (CH-3).
Courtesy pass (optional pass)
The 0 to 3 tile exchange across the table that ends the Charleston (CH-5).
Heavenly Hand, Earthly Hand
East dealt Mah Jongg; East completing Mah Jongg by the end of the Charleston (CH-9).
Call (claim)
The one-word claim on a discard (C-2). Hold, wait, stop: a pause to look, not a call (P-11).
Exposure, expose
The called set laid face up on the rack (C-7). Exposed hand, concealed hand: X and C lines.
Discard
A tile fully named or placed face up on the table (P-5); live for one claim window, then dead.
Down is Down
A discard fully named or on the table is final (P-5).
Joker exchange (redemption, redeem)
Swapping a natural in for an exposed Joker (J-4). OOTT's verb is "redeem"; the FAQ also says "swap".
Finesse
Winning by a Joker exchange as the last move; paid as self-pick (J-12).
Self-pick (self-draw)
Winning on your own draw; everyone pays double (SC-3).
Jokerless
A winning 14 with no Joker on a line that allowed them; doubles the value (SC-4).
Paying for the table
The four-times penalty (MN-3, P-6, P-8).
Dead hand
A hand that can no longer be played (DH-1). Quietly dead: not yet called, keeps playing (DH-4). Declared dead: called and confirmed, stops (DH-7).
Live, stilled, dead
OOTT's three rack states.
Death challenge
Calling another player's hand dead (DH-5), settled at the end for 50 (DH-6).
Dogging
Breaking up your own hand to throw safe tiles (DH-10). Hot tile: one someone needs. Cold tile: one nobody wants.
Looking
Said when one tile from Mah Jongg (E-14).
Set hand
A hand needing one tile to win.
Wall game (a wash, a draw)
The wall runs out with no winner; nobody pays (W-1).
Round
Four hands, each player having been East once.
Bettor (Pie)
The fifth player who bets on a seat (B-1).
Kards
The League's card-deck version of the game (V-2).
Towers (Stacks, Pyramids, Houses)
The house variant with a solo Charleston of face-down towers (V-3).
House
In OOTT's games, a bot seat. Learning table: a table with hints on.