American Mahjong is played by four people with 152 tiles, 8 of them jokers. A mandatory Charleston comes first, then each turn is a draw or a call, then a discard. Jokers fill pungs, kongs and quints, never pairs or singles. The first player whose fourteen tiles exactly match a line on the current League card wins, and all three opponents pay.
The 152 tiles
- Suits: craks, bams and dots, numbered 1 to 9, four of each (108)
- Winds: North, East, West and South, four of each (16)
- Dragons: red, green and soap (the white dragon), four of each (12)
- Flowers: 8
- Jokers: 8
- The goal: be first to hold fourteen tiles that exactly match one hand on the current year's card.
Setup and the deal
- Shuffle face down. Each of the four players builds a wall 19 tiles long and 2 high.
- East rolls the dice to decide where the wall is broken.
- Take four tiles at a time, East first and around to the right, until everyone holds 12.
- East takes two more and everyone else one. East holds 14, the others 13.
- East does not discard until the Charleston is over.
The Charleston
- First Charleston (required): three tiles right, then three across, then three left.
- Second Charleston (optional): left, across, right, only if all four players agree.
- Courtesy pass (optional): swap up to three tiles with the player across, by mutual agreement.
- Blind pass: only on the last pass of each Charleston, the left that ends the first and the right that ends the second. Never on an across pass or the courtesy pass.
- Jokers: may never be passed, in either Charleston or the courtesy pass.
Your turn
- Play moves to the right, starting with East, who discards first.
- Draw the next tile from the wall, or call the tile just discarded.
- Then discard one tile face up and name it out loud.
- A discard is final once it touches the table.
- You end every turn holding 13 tiles, exposed sets included.
Calling a discard
- Pung, kong, quint: three, four or five alike. A quint needs at least one joker unless it is flowers.
- The window: stays open until the next player racks the tile they drew or discards.
- Pairs, NEWS, the year: call the tile only when it completes your winning hand.
- Runs: no calling for runs.
- Exposing: lay the whole set face up on your rack, then discard.
- Two calls at once: mahjong beats a set. Between two set calls, the player nearer the discarder's right wins.
Jokers
A joker can
- stand in for any tile in a pung, kong or quint
- be redeemed from any player's exposed set, on your turn, by handing over the real tile it stands for
A joker can never
- be part of a pair
- be used as a single tile
- go in a hand the card marks jokerless
- be passed in the Charleston or the courtesy pass
- be called once discarded (a discarded joker is dead)
Dead hands
- A hand is dead when it can no longer legally win: an exposure that matches no card line, an exposure on a concealed hand, or the wrong number of tiles.
- A dead hand cannot declare mahjong. Jokers in its exposed sets can still be redeemed.
- Calling mahjong in error carries no penalty on its own under League tournament rules. Exposing your tiles on a false call makes the hand dead. It scores zero and stops drawing and discarding.
Winning
- Declare mahjong when your 14 tiles exactly match a line on the current card, by drawing the last tile or by calling it.
- A concealed hand (marked C) takes no call except the winning tile.
- If the wall runs out with no winner, it is a wall game and nobody pays.
Paying (League rules)
- Each line on the card has a point value printed beside it.
- All three opponents pay the winner.
- Self-drawn: everyone pays double.
- Won on a discard: the player who threw it pays double, the other two pay the value.
- No jokers in the hand: every payment doubles again, except in the Singles and Pairs group. Tournament scoring adds 20 points instead.
- Agree any house rules before the first deal.
Reading the card
- Each line is one complete 14-tile winning hand. The National Mah Jongg League reissues the card every April.
- Digits printed together: one set. Two alike are a pair, three a pung, four a kong.
- Colors: one color in a line is one suit. Different colors mean different suits, and you choose which.
- Letters: F is a flower and N, E, W, S the winds. D is a dragon, red with craks, green with bams, soap with dots. A 0 in a year hand is the soap.
- X or C: X means you may expose sets for the hand, C means it must stay concealed.
The reasons behind each rule
The part a sheet cannot do
The rules fit on one page. Looking at thirteen real tiles and knowing which hand they are pointing at takes practice. Mei, our AI coach, reads your actual tiles and explains the direction, free.
Knowing the rules gets you through a game. The lessons the Club opens go on to strategy, from the Charleston and jokers to hand-reading and defense, and each new NMJL card is taught the week it comes out, for $14.99 a month, cancel anytime. See the Club
The rules follow the National Mah Jongg League's four-player game as played at clubs and kitchen tables in the US. The hands themselves are on the current League card, which you buy from the League.