Quints in American Mahjong
The Quints section on the NMJL card collects hands containing groups of five identical tiles, called "quints." Quints don't exist in any other mahjong variant. They're a uniquely American invention, made possible by Jokers.
What a Quint is
Five tiles that match. Five 5 Bams, for example, or five Red Dragons. A standard mahjong set has exactly four of each natural tile, so five identical naturals isn't possible. Every Quint has to include at least one Joker, usually two.
That's what makes the category distinctive. You're building groups that depend on the wild card to exist.
What Quints hands look for
Hands in this section feature one or more Quints (five-of-a-kind groups), plus other supporting groups like pungs, kongs, and pairs. The exact layouts change yearly. Some hands ask for two Quints. Some ask for one Quint plus various other groups. Some require the Quints to come from specific suits or honor categories.
Why the category exists
The NMJL added Quints to the American game to give Jokers a uniquely valuable role. Without Jokers, only four-of-a-kind is possible. Quints take advantage of the wild card to push past that limit.
Hands in this section also tend to score highly, which reflects how hard they are to complete.
How they play in practice
Jokers do most of the work in this category. Plan for at least two Jokers per Quint. If you started with three Jokers, you might be able to complete one Quint plus another group. Four Jokers gives you more flexibility. Without enough Jokers, this category is hard to finish.
You can't claim a Quint by calling a discard. American Mahjong rules let you call discards to make pungs, kongs, and pairs (in some hands), but you can't form a Quint by calling. Quints have to be built from your own draws plus Jokers you already hold or pull. This is a key constraint to remember.
You can swap Jokers for naturals. If you have a Quint with two Jokers showing in your exposure, and you draw the matching natural tile later, you can swap that natural in for one of the Jokers and reclaim the Joker for use elsewhere. This is one of the most useful tools in Quints play. It lets you free up Jokers as the game progresses.
Drawing more Jokers helps a lot. If you keep pulling Jokers from the wall, this is the category to be in. If you only got one Joker in your initial deal and haven't drawn another by the middle of the Charleston, consider whether a different category fits better.
Where to find them on the card
Every NMJL card has its own Quints section, clearly labeled. The specific patterns change every year and are NMJL's protected content. To see this year's hands, you'll need an official card. Order one from the National Mah Jongg League for $14, and our card-reading guide helps with the notation.
When Quints is a good fit
Pursue a Quints hand when:
- You drew three or more Jokers in your starting hand.
- You enjoy high-risk, high-reward play.
- Your starting tiles include several copies of the same number or honor.
You might pick another category when:
- You drew zero or one Jokers. Quints become very hard without Joker support.
- You'd rather complete a hand more reliably. Year hands or Consecutive Runs are more forgiving.
Try a Quints hand against bots
You can play American Mahjong free against computer opponents, pick a Quints hand from this year's card, and play through it at your own pace. The Joker swap rule (swapping a natural for an exposed Joker) becomes much clearer once you've actually done it in a game. Bots will let you take all the time you need.
Related reading
- NMJL Card Guide: where to buy the official card
- Joker rules: when you can use Jokers, exchange them, and the swap rule
- How many Jokers are in the set?: the eight Jokers in American Mahjong
- Strategy: hand selection and Joker management