八萬 ★ E
五萬 中 ★JOKER

A Beginner's Guide

How to Play American Mahjong

New to the game? You're in the right place. This friendly, step-by-step guide walks you through the tiles, the goal, and how a game flows — everything you need to sit down and play your very first hand.

4
Players
152
Tiles in a set
13
Tiles per hand
45–60
Minutes per game

The Basics

What Is American Mahjong?

Mahjong is a tile game for four players — a bit like rummy, but played with beautifully engraved tiles instead of cards. The American version has its own special twist: everyone plays toward a set of winning hands printed on an official card from the National Mah Jongg League, refreshed every year.

Your mission each round is simple to say and delightful to master: be the first to collect a complete matching hand of 14 tiles. Along the way you'll pass tiles, pick and discard, and use wild Jokers to help your hand come together.

Step 1 · Get to Know

Meet the Tiles

A set has 152 tiles in a few friendly families. Here are the ones you'll meet at the table.

Dots

Circles numbered 1 through 9. Also called "balls."

Suit · ×36

Bams

Bamboo sticks numbered 1 through 9.

Suit · ×36
一萬 九萬

Cracks

"Characters," numbered 1 through 9, marked with 萬.

Suit · ×36
N E

Winds

North, East, South & West — the four directions.

Honor · ×16
中 發

Dragons

Red, Green, and White (the blank "Soap").

Honor · ×12
❀ ✿

Flowers

Pretty bonus tiles used in many winning hands.

Bonus · ×8
★JOKER ★JOKER

Jokers

Wild tiles that stand in for others in groups of three or more.

Wild · ×8

The Card

Not a tile — but your most important tool! The official League card lists every winning hand you're allowed to build.

Step 2 · The Objective

What You're Trying to Do

Pick one hand from the card and collect the exact tiles it calls for. The first player to complete their 14-tile hand calls "Mahjong!" and wins the round. That's the whole game in a sentence — everything else is just how you get there.

Step 3 · Play

How a Game Flows

Four stages take you from a pile of tiles to calling Mahjong. Here's the rhythm of a round.

1
Set Up

Build the walls & deal

Shuffle all the tiles face-down and build them into four walls, one in front of each player. Everyone rolls the dice — the highest roll is East, the dealer. East rolls again to decide where to break the wall, then deals four tiles at a time around the table until everyone has twelve, plus one more each at the end. East takes an extra tile and starts with 14; everyone else holds 13, hidden behind their rack.

2
The Charleston

Pass tiles to trade up

Before real play begins, everyone passes three unwanted tiles at a time — first right, then across, then left. If all four players agree, you run a second Charleston in the opposite direction, and finish with an optional courtesy pass across. It's your golden opportunity to swap away tiles you don't need and steer toward a hand you like. (One rule to remember: Jokers can never be passed.)

3
Pick & Discard

Take turns building your hand

Going around the table, each player draws a tile and then discards one they don't want, saying its name aloud. When someone discards a tile you need, you can "call" it to complete a set of three or more — as long as you show those tiles and they match your hand on the card.

4
Win

Call "Mahjong!"

The moment your 14 tiles exactly match a hand on the card — whether from your own draw or a tile someone just discarded — declare "Mahjong!" Show your tiles, and the round is yours. Then shuffle up and go again!

★JOKER ★JOKER

A Word on Jokers

Jokers are your best friends. A Joker can stand in for any tile inside a group of three or more matching tiles (a "pung," "kong," and so on) — but never in a pair or a single. Bonus move: if another player has exposed a Joker on the table, you can swap it out by handing over the real tile it's standing in for. Handy!

Good to Know

A Few Basic Rules

🀄Always play from the card

Every winning hand must exactly match a line printed on the current League card. You can't invent your own — half the fun is picking which listed hand to chase.

↩Play passes to the right

After the deal and Charleston, East discards first and play moves to the right, one player at a time, until someone wins or the wall runs out.

✋Calling a discard

You may grab the tile just discarded to finish a group of three or more. You must expose those tiles face-up — and play then continues to your right.

★Jokers, pairs & singles

Jokers work only in groups of three or more. Any pair or single tile in your hand must be a real, natural tile — no Jokers allowed there.

You've Got This

Three Tips for Your First Game

1

Keep the card close

Prop it up where you can see it. Early on, glance at it every turn to remember which hands are within reach.

2

Stay flexible early

Don't lock into one hand too soon. Let the Charleston and your first few draws show you what's realistic.

3

Just start playing

Mahjong clicks fastest at the table. A few practice rounds with friends and it'll all fall into place.

Optional · Go Deeper

Want to Learn More?

Everything else you'll want at the table, tucked away so it isn't overwhelming. Tap a topic to open it — or just keep scrolling if you're browsing.

🎲Setting Up: Who Deals & How to Start+

Four players, four walls, and one dealer. Here's the order of operations before the first tile is ever discarded.

1. Find your East

All four players roll the dice. The highest total becomes East — the dealer for this hand. Everyone else takes their seat from there; the other three positions are simply the players to East's right, across, and left.

2. Build and break the wall

Shuffle every tile face-down and build four walls of stacked tiles, one in front of each player. East rolls the dice a second time and counts that many stacks in from the right end of their wall — that's where the wall is "broken," and where dealing begins. Most racks have a pusher on the back edge to slide your wall forward when it's your wall's turn to be drawn from.

3. Deal

Starting at the break, tiles are dealt four at a time around the table until everyone has twelve, then one more each to finish. East takes an extra tile, ending with 14; everyone else has 13. Stand them on your rack facing you — nobody should see your tiles.

4. And after the hand?

The next game gets a new dealer: East passes to the right. Many groups let East deal again if East won the hand, and treat a wall game the same way. There's no single universal rule here — it's worth settling with your table before the first deal so nobody's surprised.

Playing with three or five? Mahjong is built for four, but a fifth player can sit out as a "bettor" and rotate in between hands. With three, you'll need to agree on house adjustments — four is much simpler while you're learning.

🔄The Charleston, Pass by Pass+

The Charleston is the trading round before real play begins. Every pass is exactly three tiles, face-down, and all four players pass at the same time. Here's the full sequence:

First Charleston — required

1 · Pass right 3 tiles 2 · Pass across 3 tiles 3 · Pass left 3 tiles

Second Charleston — optional, and it reverses

4 · Pass left 3 tiles 5 · Pass across 3 tiles 6 · Pass right 3 tiles

The second Charleston only happens if everyone agrees to it. Any player who's happy with their tiles can stop the Charleston after the first one is finished — but say so before anyone looks at the tiles from pass 4.

The courtesy pass — last, and across

Whether you played one Charleston or two, you finish with an optional courtesy pass to the player across from you. This one doesn't have to be three tiles: it can be 0, 1, 2 or 3. You and your opposite player each say how many you'd like to pass, and the smaller number is what you both pass.

The blind pass

On the last pass of each Charleston — pass 3 going left, and pass 6 going right — you're allowed to send along tiles you haven't looked at. Take 1, 2 or all 3 of the tiles you just received, slide them straight through face-down, and they count toward your three. It's the escape hatch for when you genuinely have nothing left you're willing to give away.

Two things you can never do: pass a Joker, or pass fewer than three tiles in any pass except the courtesy pass.

中How to Read Your Card+

The National Mah Jongg League card is your recipe book — every hand you're allowed to build is printed on it, grouped into themed sections. It looks like secret code at first, but it's really just four things working together:

FF 2468 2468 DDDD
Numbers are the exact tiles to collect — a "4" means the 4 tile.
Colors mean suits: same color = same suit, different colors = different suits.
Letters are special tiles — F = Flower, D = Dragon, N/E/W/S = Winds.
The value printed beside a hand is its points; some are marked "concealed."

So the example above reads: two Flowers, then 2-4-6-8 in one suit, 2-4-6-8 in a second suit, and four matching Dragons. Your goal is to collect tiles until your hand matches one printed line exactly.

The card is grouped into sections

This is what makes it far less intimidating than it looks — you're not scanning 60 random lines, you're picking a neighborhood. Recent cards are organized into sections like the year (2026), 2468, Any Like Numbers, Addition Hands, Quints, Consecutive Run, 13579, Winds and Dragons, and Singles and Pairs. The exact line-up shifts a little each year, but the shape of the card stays familiar.

"C" or "X" means concealed

A hand marked concealed has to be built entirely behind your rack — you can't call discards and make exposures along the way. You can still win a concealed hand on someone else's discard; you just have to get there without showing anything first. Concealed hands are usually worth more, which is exactly why they're harder.

Joker limits are printed too

Watch for notes beside a hand. Every hand in the Singles and Pairs section is played with no Jokers at all (there are no groups of three or more to put one in), and some other hands cap them with a note like "Max 1 Joker."

Beginner tip: at the start of each game, scan the card for a hand that already matches a few tiles in your rack — then commit to building toward it.

You'll need the card itself. Every player uses the current year's official card, published each spring by the National Mah Jongg League — so be sure to have this year's on hand before your first game.

✋Taking a Turn, Calling & Winning+

A full turn. On your turn you draw one tile from the wall, then discard one you don't need — so you always come back to 13 tiles behind your rack. Say your discard out loud, and play moves to the player on your right.

Calling a discard. The instant a tile is discarded, any player who needs it may call it — before the next player draws — to complete a pung, kong, or quint. When you call, you don't draw from the wall: you take the discarded tile, place the finished group face-up for everyone to see, and then discard. Play then continues to your right.

You can't call for a pair or a single — with one big exception. Calling is only for groups of three or more, so a discard can't be claimed just to finish a pair or fill a single. But if that tile completes your entire hand, you may absolutely call it and declare Mahjong — pair, single, or anything else. This is the rule new players trip over most, in both directions: claiming a tile they can't have, or letting their winning tile go by.

If a call jumps over you. When someone further around the table claims a discard, the players in between simply lose that turn — nobody gets a make-up draw. Play picks up again to the caller's right and carries on as normal.

Exposures commit you. Once you've placed a group face-up, you're locked into a hand on the card that fits it — you can't quietly switch to a hand those tiles don't belong to. So only call when you're sure of the hand you're building toward.

Winning. When your 14 tiles exactly match a line on the card, call "Mahjong!" You can win on a tile you drew yourself or one another player just discarded. Flip your hand face-up to show the match.

If no one wins. If the wall runs out of tiles before anyone declares Mahjong, the hand is a draw — a "wall game." Nobody wins; simply reshuffle and deal again.

Keeping score. Each hand is worth the points printed beside it on the card. In the most common house rules, whoever discarded the winning tile pays the winner double while the others pay the listed value; on a self-picked win, everyone pays double. Plenty of casual groups skip scoring altogether and just play for fun — perfectly fine while you're learning.

★Jokers: Swaps, Limits & Etiquette+

Jokers do more of the heavy lifting than anything else in the game, and they come with a tidy set of rules worth knowing before your first hand.

Where a Joker can go

Inside any group of three or more identical tiles — a pung, kong or quint. Never in a pair, never as a single, and never anywhere in a Singles and Pairs hand. Some other hands print their own cap, like "Max 1 Joker."

Redeeming a Joker from an exposure

If a Joker is sitting face-up in someone's exposure and you hold the real tile it's standing in for, you can trade for it. Do it on your turn, before you discard — whether that turn came around naturally or because you just called a tile. Hand over the natural tile, take the Joker into your hand, and the exposure stays valid. This works on your own exposures too.

What you can't do with a Joker

  • You can't pass one during the Charleston, in any pass.
  • You can't claim a discarded Joker — once it's thrown, it's out of play.
  • You can't take a Joker from a discard pile or from someone's rack. Only from a face-up exposure, and only by trading the real tile for it.
  • You can't redeem one while your own hand is dead.

A small courtesy: when you swap for a Joker, say what you're doing out loud and let the table see the trade. It keeps everyone's read on the exposures accurate, and saves arguments later.

⚠️When a Hand Goes Dead+

A "dead hand" is one that can no longer legally win the round. It sounds dramatic, but it's usually just a bookkeeping mistake — and knowing the four causes means you'll almost never hit one.

What makes a hand dead

  • The wrong number of tiles. You should hold 13 between turns and 14 in the moment before you discard. Drawing twice or forgetting to discard will do it.
  • An impossible exposure. If the groups you've placed face-up can't belong to any single hand printed on the card, there's nothing left for you to complete.
  • A Joker where one isn't allowed. In a pair, as a single, or anywhere in a Singles and Pairs hand.
  • Declaring Mahjong in error. If you call it and your tiles don't match a line on the card, your hand is dead for the rest of the round.

What happens next

Under most house rules you stay in your seat and keep picking and discarding so play keeps flowing — you simply can't win the round, make new exposures, or redeem Jokers. Some tables prefer the player sit the hand out instead. Either is fine; just agree which one your group uses before you start.

On calling someone else's hand dead: any player may point it out, and it's meant to be a neutral observation, not an accusation. In casual games most tables are generous with beginners — if the mistake can be undone before it affects anyone, undo it and carry on.

If nobody wins. When the wall runs out before anyone declares Mahjong, the round is a "wall game" — no winner, no payment. Reshuffle and deal again.

📖Key Terms to Know+
Pung
Three identical tiles.
Kong
Four identical tiles.
Quint
Five identical tiles (needs a Joker or two).
Pair
Two identical tiles — never Jokers.
Exposure
A group you claimed from a discard and placed face-up.
Concealed hand
A hand you must complete with no exposures, marked C or X on the card.
The Wall
The rows of face-down tiles you draw from.
Dead hand
A hand that broke a rule and can no longer win.
Blind pass
Passing tiles you just received without looking at them.
Courtesy pass
The final optional swap of 0–3 tiles with the player across.
Wall game
A round where the wall runs out and nobody wins.
Redeeming a Joker
Trading the real tile for a Joker in a face-up exposure.

Ready to Play?

Everything You Need to Get Started

From complete tile sets to the accessories that make game night shine — find your perfect mahjong set and gather your table.

Shop Mahjong Sets