What hand are my tiles closest to? Tap the tiles on your rack into the page, and it ranks the 2026 card hands by how few tiles you still need. Tap a tile on your rack to take it back off, or drag it sideways to move it. Or tap Random hand at the top of the Add tiles box to deal yourself a fresh hand to try — 13 tiles, or 14 if you are East.
Add tiles
Flowers and Jokers go on with one tap. For the rest, tap the kind first, then tap the tile. Help
Your rack
0 tiles entered
Drag a tile sideways to move it. A plain tap takes a tile off.
Early hand: with fewer than 8 tiles entered, treat this list as a broad guide — it will sharpen as you add tiles.
On each card, the hand is shown with the number over its suit letter — B Bam, C Crak, D Dot; Winds are NEWS, Dragons RGW, Flower F, Joker J. Underneath, X means you have that tile, J means a Joker fills it, and a blank means you still need it. Under the points on each card, the three circles are, in order, the tiles you hold toward that hand not counting Jokers (brown), the Jokers used (purple), and the tiles you still need for that hand (red).
Your rack is empty
Add the tiles you are holding above to see which hands you are closest to.
Hands with singles or pairs you don’t hold
Help
How to use Mah Jongg hand matcher
Add tiles: tap a kind — Bams, Craks, Dots, Winds or Dragons — then tap the tile. Flowers and Jokers go on with a single tap.
East: your rack holds 13 tiles, or 14 if you are East. Tick East, at the top of the Add tiles box next to Random hand, to allow 14. Unticking it with 14 tiles on the rack takes the extra tile off the end.
Random hand deals a fresh hand drawn from a full set, replacing whatever is on your rack — 13 tiles, or 14 if East is ticked.
Your rack: tap a tile to take it back off, or drag it sideways to move it. Arrange sorts the rack; Clear empties it.
Sections (next to Clear) limits the results to the card sections you pick. Matching tiles sets how many of your tiles a hand must use before it is listed.
Sort all, next to the hand count above the results, ranks every hand together in one list. With it off, hands blocked by a single or a pair you don’t hold are listed separately, below the main list.
The list sharpens as you add tiles — with fewer than 8 entered, treat it as a broad guide.
How to read the Hands you could make
Hands are ranked by how many of your tiles count toward the hand, most first, then by points.
The big code, like E2.2, is the hand’s place on the 2026 card, with its section named underneath.
A gold ★ next to the hand ID means the hand includes singles and/or pairs. A Joker can never fill a single or a pair, so those tiles have to be on your rack as themselves.
The badges show X · Exposed or C · Concealed, and the hand’s points.
The three circles under the points are, in order: the tiles you hold toward that hand, not counting Jokers (brown); the Jokers used (purple); and the tiles you still need for that hand (red).
In the lined-up hand, the number sits over its suit letter — B Bam, C Crak, D Dot; Winds are NEWS, Dragons RGW, Flower F, Joker J. Underneath, X means you hold that tile, J means a Joker fills it, and a blank means you still need it.
Below the line are the tiles on your rack that don’t fit this hand. If it says “None”, every tile on your rack fits.
A red “Needs a … you don’t hold” note names the single or pair tile the hand is stuck on.
Jokers count only in a group of three or more — never for a single tile or a pair. The White Dragon is also the Soap, and counts as the 0 in hands that use one.