American Mahjong Rules

These American mahjong rules introduce what happens at the table, from setting out the tiles to checking a winning hand. Keep the card your group uses beside you. For your first game, ask an experienced player to explain each action before you take it.

What you need to play

A standard game seats four players and uses 152 playing tiles. The set contains suit tiles, winds, dragons, flowers, and jokers. Extra tiles supplied in a box may be spares, so check the contents before putting every tile on the table.

The suits are Dots, Bams, and Craks. Winds and dragons are separate tile groups, while flowers and jokers have their own roles. Take time to recognize the markings before trying to read your tiles quickly. Group names include pair, pung, kong, quint, and sextet; a sextet is a group of six identical tiles.

You also need dice and the same card edition for everyone playing. Racks hold your tiles where you can read them without showing your hand. Pushers help move the walls toward the center without disturbing nearby tiles.

Our American mahjong set guide covers equipment choices, including readable tiles and comfortable racks. The NMJL game overview explains the annual card, jokers, and Charleston that distinguish this version.

How the deal works

Shuffle the playing tiles face down, then build the walls. Each player rolls the dice, and the highest total determines who becomes East, the dealer. East then rolls again to determine where to open the wall for dealing. Ask someone to point out that opening before tiles begin moving.

Each player receives thirteen tiles, while East starts with fourteen. East has the extra tile because the dealer makes the first discard after the passing phase. Check your count before sorting the tiles on your rack.

Keep the wall you are drawing from separate from your own hand. Watch the dealing order rather than reaching for tiles whenever a space opens. If you lose track, tell the table before picking anything else up.

Once the deal is complete, compare your tiles with possible directions on the card. You are looking for a starting point, not committing to a win before play begins. Our mahjong card guide explains how to follow a printed line and check its restrictions.

The Charleston, explained simply

The Charleston is the tile exchange before ordinary drawing and discarding. It gives you an opportunity to pass unwanted tiles and reconsider your direction when new ones arrive. Keep the exchanged tiles face down.

The first Charleston has three passes, with exactly three tiles in each. Pass to the player on your right, then to the player across from you, then to the player on your left.

A second Charleston takes place only if everyone at the table agrees. Its three passes reverse the sequence: left, across, then right. Each pass still contains exactly three tiles.

On the final pass of either Charleston, you may make a blind pass. This means passing along some or all of the tiles you have just received without looking at them. Add tiles from your own hand if needed so that the outgoing pass still totals exactly three tiles.

After the Charleston comes the optional courtesy pass with the player across from you. Agree with that player on a number from zero to three tiles to exchange; zero means no exchange.

As a beginner, follow the table's announced steps rather than rushing to keep pace. Keep tiles you intend to pass separate from tiles just received until you understand the next action. Jokers cannot be passed in either the first or the second Charleston, or in a courtesy pass. A courtesy pass requires both players to agree, but that agreement never permits passing a joker.

How a hand ends

After the Charleston, East discards first. Ordinary turns then involve drawing from the wall and discarding. A legal call for a discard can interrupt the usual turn order.

Calling a tile for an allowed exposure is different from declaring a win. An exposure shows the required group on your rack, and play continues. Before calling, check that both the printed line and the calling rules permit the action you intend.

Declare Mah Jongg only when your complete hand meets the card's requirements. Show your tiles so the table can check the arrangement, any exposures, and the use of jokers. Leave everything in place until that check is finished.

A game can also finish without a winner when the wall is exhausted. Ask the table to confirm the outcome before mixing tiles for the next deal. This makes it easier to resolve a question about the final action.

Check the result before considering any payment or score. The planned mahjong scoring calculator will not decide whether a hand is legal. Use the card and the rules agreed for your game.

What counts as a foul

An incorrect tile count, an illegal exposure, or an invalid declaration can affect whether a hand may continue. Taking a tile out of turn also needs attention. The consequence depends on the error and when it happened.

If you notice a problem, explain what happened before trying to repair it. Keep the tiles where they are while the table checks the situation. Moving them around can make the original action harder to understand.

A hand declared dead is no longer eligible to win that game. Ask the host how the ruling affects your remaining participation and obligations. Do not assume that every mistake has the same consequence or that an informal teaching correction applies in organized play.

For detailed rulings, consult the League's instruction book, Mah Jongg Made Easy, listed in the NMJL store. If an interpretation remains unclear, ask the club organizer to resolve it before play resumes. Follow the rules as applied by your club.

How this differs from Chinese and Japanese mahjong

Chinese mahjong includes several regional rule sets, so the name does not describe a single scoring system. Familiar tiles do not make their winning requirements interchangeable with American play.

Japanese riichi mahjong uses its own winning conditions and scoring rules. Its familiar tile names do not replace the annual-card requirements explained in our how to read a mahjong card.

FAQ

Do I need to memorize the card?

Keep it beside your rack and consult it while you play. Start by learning how its sections and lines are organized. Being able to find and check an instruction is more useful than relying on an incomplete memory of it.

Can a joker replace any missing tile?

No, jokers have limits and cannot replace a single tile or complete a pair. Jokers can only help complete groups of three, four, five, or six identical tiles (pung, kong, quint, or sextet), never singles or pairs. Read the line you are following before assuming a substitution works. During a lesson, ask the teacher to explain that restriction using your own card.

Can I call every discard I need?

No, a useful tile is not automatically a legal call. The group you are completing and any concealed-hand restriction matter. Check whether you are making an allowed exposure or completing the whole hand before reaching for the discard.

What should I do if I make a mistake?

Say what happened promptly, and keep the tiles in place for review. Ask the host or teacher to explain the applicable rule and the next action. Once the ruling is clear, take a moment to understand how to avoid the same mistake next time.