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How to Win at American Mahjong: Strategy and Tips for Beginners

Updated

Quick answer

You win by completing fourteen tiles that match one line on the card exactly, by calling the discard that finishes the hand or drawing it from the wall. Winning more often comes from a few decisions: choosing a direction early, passing what it cannot use, spending jokers on sets you are sure of and watching what you throw.

Every hand on the card is fourteen tiles, and the first player to complete one exactly wins. The deal and the draws are luck. The rest is a series of decisions, and each one has a method. Here is how a hand is won, the strategy behind each decision, and tips for beginners, with a guide for each that goes deeper.

How do you win a hand?

You win when your fourteen tiles match one line on the National Mah Jongg League card exactly. Every tile counts, and coming close earns nothing. The tile that completes the hand can come two ways. You can draw it from the wall on your turn, which is called self-picking, or you can call it when another player discards it.

Any discard may be called to win, even one that completes a pair or a single, which could never be called for an exposure. A concealed hand, marked C on the card, may call only that winning tile. Declare mahjong, then lay the whole hand face up so the table can check it against the card.

Under League rules a self-picked win doubles every payment, and a win off a discard costs the discarder double while the other two pay the value. Tournaments score points instead, and the scoring guide covers both.

Is mahjong luck or skill?

Both. The deal and every draw from the wall are luck, and no strategy wins every hand. What you do with the tiles is skill. You choose which line to go for, which tiles to pass in the Charleston, when to call and expose, where to spend a joker and what to throw.

Those choices change how often your hand is the one that finishes, and how often you throw someone else the tile that finishes theirs. Each one has a method, set out below.

Choose a direction early

Sort the deal by suit and number, then count how many of your tiles serve each family on the card, such as consecutive runs, even numbers, odd numbers, quints, winds and dragons, or singles and pairs. Name the two directions your tiles serve best.

Check each one for a pair you can make from real tiles. A joker can never be part of a pair, so a direction whose pair you cannot fill is weaker than its tile count makes it look.

Keep both directions through the Charleston, then commit once one is clearly ahead. Every tile you hold for a second line is a tile the first one cannot use.

Pass what neither direction uses

Pass the tiles that serve neither of your two directions, starting with a lone wind or dragon with no partner and isolated tiles in a suit you barely hold. Keep the natural pairs your directions use.

Never pass a joker. Jokers may not be passed at any point in the Charleston or the courtesy pass.

Read what arrives, too. A pass shows which tiles your neighbor is not keeping, and the tiles you receive can move one of your two directions ahead of the other.

Call and expose only when you are committed

You may call a discard to complete a pung, kong or quint, which you then expose face up, and never for a run. An exposure stays. Any hand you switch to later must still use it, and it tells the other three players which lines you are going for.

So call when the set belongs to the line you have committed to, and let a tile go by while you are still deciding. A concealed hand may not expose at all, and calls only its winning tile.

Spend jokers on sets you are sure of

A joker can stand in for any tile in a pung, kong or quint, and never in a pair or a single. Spend one when it completes a set you are sure of and the rest of the hand has a clear path. Hold it while your direction is still open, since a joker in your rack can still go into whichever line you choose.

Once a joker sits in an exposed set, any player may exchange the matching tile for it on their turn. That works both ways, so check the other players' exposures for jokers you can redeem.

Watch what you throw

Every discard can be someone else's winning tile. Read each opponent's exposed sets for the card lines they fit, and name the tiles those lines still need. Those are the hot tiles. Hold them, and throw tiles none of those lines can use.

A tile already discarded and not called is the safest throw, because anyone who needed it could have taken it, though a tile that was safe earlier can still complete a hand later. When you are still four or more tiles from mahjong about two thirds of the way through the wall, turn to safe discards.

Throwing the winning tile costs you more than the other two players. At home the thrower pays double. In a tournament the thrower loses ten points when the winner has no exposures or one, twenty when the winner has two and twenty-five when the winner has three.

Know when to switch, and when to stop

Stay when you are one or two tiles away and those tiles are still live. Switch when the line cannot finish, because the tiles it needs are used up in discards and exposures, its pair is gone, or the wall is too short. Once you have exposed, the new line must use that exposure.

Some hands cannot be won. Playing one out without throwing anyone their winning tile keeps a wall game possible, and at home a wall game costs nobody anything.

Tips for beginners

Read your own tiles before the card. Count what your deal already serves, then look for the lines that fit it, instead of hunting the card for a hand you like.

Keep natural pairs. A joker can fill a pung, kong or quint, never a pair, so a pair from real tiles is worth holding.

Watch the other racks. Each exposure an opponent makes narrows the lines they can be going for, and the tiles those lines need.

Practice reading deals between games. Name the direction a dealt hand goes for before you check, and look at why when you were wrong. In the Drill Room, Read the Hand and Best Pass are free, and so are three Defend the Table positions a day.

If you have a rack in front of you, the free read takes your own tiles, and Mei, our AI coach, says which direction they go for and why.

Put it into practice

Reading about it is one thing. Have the coach read a real dealt hand for you, free. It names the direction the hand goes for, what to keep, what to pass, and the reasoning behind each call.

Get a hand read, free

Want the coach on call? The Club adds the coach for your own tiles and for each morning's hand, all 10 lessons, and every new NMJL card taught the week it lands, for $14.99 a month, cancel anytime. See what the Club includes

Start with the first decision. Mei, our AI coach, reads a dealt hand tile by tile, says which direction it goes for and which tiles do nothing for it, and explains why, free.