Quint
A group of five identical tiles, unique to American Mahjong. Since only four copies of most tiles exist, quints of numbers, winds, or dragons always require at least one Joker; flower quints are the exception (eight Flowers exist). They appear in some of the highest-value hands on the NMJL card.
What Is a Quint?
A quint is a set of five identical tiles, five of the exact same tile. This is a grouping you'll only find in American Mahjong. Other variants of the game (Chinese, Japanese, Riichi) don't have quints because they don't use Jokers, and without Jokers, five of a kind is mathematically impossible for most tiles since only four copies exist in the set.
Here's the fundamental reality of quints: because most tiles in American Mahjong have only four natural copies (tiles in each of the three suits come in sets of four; Winds and Dragons also have four each), you will always need at least one Joker to make a quint of these tiles. Flowers are the exception, there are eight Flower tiles in a standard set, but even Flower quints may use Jokers for convenience.
Quints are something of a signature feature of American Mahjong. They create hands that are inherently more challenging and more valuable. The NMJL deliberately designs the NMJL card each year with quint hands that test a player's ability to manage their Joker resources. Landing a quint-based hand is one of the more satisfying achievements in the game.
The word "quint" simply means "five" (from Latin *quintus*), and in Mahjong discussions it always refers to this five-of-a-kind grouping. You'll sometimes hear players say they're "going for a quint hand," meaning they're pursuing one of the hand patterns that includes a quint among its groups.
How Quints Work With Jokers
The relationship between quints and Jokers is inseparable. Let's break down the math to understand why.
A standard American Mahjong set has 152 tiles, including eight Jokers. Most individual tiles (like 3 Bam or Red Dragon) have exactly four copies. To build a quint, you need five of the same tile, so you're already one tile short before you even start. This means at minimum one Joker is required to complete a quint of any non-Flower tile.
In practice, you'll often use more than one Joker. Here are the possible compositions for a quint of, say, 6 Dot:
- 4 natural tiles + 1 Joker (best case, you have every copy of the tile)
- 3 natural + 2 Jokers
- 2 natural + 3 Jokers
- 1 natural + 4 Jokers
- 0 natural + 5 Jokers (technically possible but extremely wasteful)
Since there are only eight Jokers in the entire game, shared among four players, using three or more Jokers in a single quint is a major resource commitment. This is why quint hands are inherently harder, they demand Joker resources that could otherwise be spread across multiple smaller groups like pungs or kongs.
The Joker requirement also means quint hands interact heavily with Joker exchanges. When you expose a quint containing Jokers, opponents can swap in a matching natural tile to steal a Joker from your exposed group. If you expose a quint with three Jokers, you're practically hanging a "take my Jokers" sign on your rack. This tension between needing to expose groups (for calling purposes) and protecting Jokers is a core strategic element of quint play.
Quints on the NMJL Card
On the NMJL card, quints are represented by five identical tile symbols grouped together, often discussed as QQQQQ in hand notation. They don't appear in every hand category, but when they do, they tend to be in the higher-value sections of the card.
You'll typically find quint hands in categories like:
- Quints (a dedicated category on most years' cards)
- Consecutive Run hands (some years include quint variants)
- Special hands that mix quints with other unusual groupings like sextets
A typical quint hand structure might look like: quint + quint + pair + pair = 5 + 5 + 2 + 2 = 14 tiles. Or: quint + kong + pung + pair = 5 + 4 + 3 + 2 = 14.
Quint hands are almost always worth more points than similar hands built from smaller groups. The NMJL card assigns point values that reflect difficulty, and since quints require Joker resources and are harder to complete, they earn higher payouts when you win with them.
One thing to note: the card changes every year. Some years the NMJL includes more quint hands than others. When the new card comes out each April, experienced players immediately scan the quint section to see what's available and start thinking about how those hands interact with the rest of the card.
Quint Strategy
Playing quint hands requires a different mindset than playing pung-and-kong hands. You're making a deliberate gamble: trading flexibility for higher value. Here's what experienced players consider:
Joker count is paramount: Before committing to a quint hand, count your Jokers. If you have three or four Jokers after the Charleston, a quint hand becomes realistic. With zero or one Joker, you're almost certainly better off pursuing a hand built from smaller groups. Joker availability should be the single biggest factor in deciding whether to chase a quint.
Protecting your Jokers during the Charleston: The Charleston is your first opportunity to shape your hand. If you're considering a quint hand, never pass your Jokers. Some players pass Jokers during the Charleston to get rid of tiles they don't need, this is almost always a mistake unless you have a very specific reason. Jokers are the most valuable tiles in the game, and quint hands magnify this value.
Exposure timing: Quint hands create a paradox. You want to call discards to build your quints faster, but every exposure reveals Jokers that opponents can target through Joker exchanges. One approach is to delay exposing your quint until you're close to completing your hand, limiting the number of turns opponents have to exchange. Another approach is to expose early and accept the Joker leakage, counting on speed to win before opponents can fully capitalize.
Fallback plans: Smart players always have a fallback. If you start building toward a quint hand but the Jokers aren't coming, have a secondary hand in mind that uses the same natural tiles but with kongs or pungs instead. The best quint players know exactly when to downshift from a quint to a kong-based hand on the same card.
Reading opponents' Joker exposure: Pay attention to how many Jokers your opponents are showing in their exposures. If two opponents have exposed groups with multiple Jokers each, that means fewer Jokers remain in the wall and in other players' hands. This information helps you assess whether your quint hand is still viable.
Late-game quint assessment: As the wall shrinks, be honest about your chances. A quint hand that's still missing two tiles with only 20 tiles left in the wall is a long shot. Switching to defensive play at this point, avoiding dangerous discards and playing for a wall game, is often the right move.
Common Quint Mistakes
Quints are the most advanced grouping in American Mahjong, and mistakes with them can be costly:
- Chasing quints without Jokers: The single most common quint mistake. If you don't have the Joker resources, a quint hand is a fantasy. Be realistic about your Joker count early in the game.
- Forgetting the pair rule: Quints can use Jokers. But if your quint hand also requires a pair, remember that the pair portion cannot use Jokers. Players sometimes plan a quint hand and forget they need two natural tiles for the pair component. This oversight can leave you stuck at the end.
- Over-investing in one quint: Some players become attached to a beautiful quint they've assembled and refuse to abandon their hand even when it's clearly not coming together. The sunk-cost fallacy is real in Mahjong. Be willing to walk away from a partially completed quint if the rest of the hand isn't materializing.
- Exposing too many Jokers: An exposed quint with four Jokers is a Joker exchange bonanza for your opponents. If you must expose, try to do so when you have more natural tiles in the group. The fewer Jokers showing, the less attractive your exposure is as an exchange target.
- Confusing quint and sextet: A quint is five tiles. A sextet is six. Miscounting when placing tiles on your rack can lead to an incorrect exposure and a dead hand. Always count before you lay tiles down.
- Passing Jokers in the Charleston: Unless you have a very compelling reason, never pass Jokers. They're the lifeblood of quint hands and valuable in any hand. Passing a Joker to an opponent is essentially giving them a wild card.