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Intermediate18 min readUpdated Jan 24, 2026

Mahjong Rules: The Complete Official Guide

Learn the official rules of American Mahjong. This comprehensive guide covers setup, gameplay, calling, Charleston, winning hands, and scoring.

Overview

American Mahjong is played with four players, 152 tiles, and the official NMJL card. The goal is to complete a hand matching one of the patterns on the card.

A game consists of multiple rounds. Each round, players draw and discard tiles, trying to build a winning hand. The first player to complete a valid hand calls 'Mahjong' and wins.

Unlike Asian variants, American Mahjong uses an annual card that defines valid winning hands. This card changes each spring, so strategies and popular hands shift each year.

The Tiles

SUITS (108 tiles): Three suits numbered 1-9. Dots (circles), Bams (bamboo), and Craks (characters). Four copies of each tile.

WINDS (16 tiles): East, South, West, North. Four of each.

DRAGONS (12 tiles): Red, Green, White (Soap). Four of each.

FLOWERS (8 tiles): Eight unique flower tiles, often numbered 1-8.

JOKERS (8 tiles): Wild cards that can substitute for any tile in a pung (3), kong (4), or quint (5). Cannot be used in pairs.

BLANK TILES (4): Spare tiles for replacements. Not used in play.

Setup Rules

1. SHUFFLE: Place all 152 tiles face-down and shuffle thoroughly. Each player should participate in shuffling.

2. BUILD WALLS: Each player builds a wall two tiles high, 19 stacks across (38 tiles), against their rack. Push walls slightly toward center.

3. DETERMINE EAST: Roll dice or use another method to choose East (dealer). East sits in the designated seat and rotates after each round where East does not win.

4. BREAK THE WALL: East rolls dice. Count that many stacks from the right end of East's wall. Push those stacks forward - dealing begins from that break point.

5. DEAL: Starting with East, each player takes 4 tiles at a time from the wall, moving counter-clockwise around the table. Continue until each player has 12 tiles. Then each player takes 1 more tile. East takes 2 more tiles (total of 14).

The Charleston Rules

The Charleston is a mandatory pre-game tile exchange unique to American Mahjong.

FIRST CHARLESTON (Required): First Pass: Pass 3 tiles to your right. Second Pass: Pass 3 tiles across. Third Pass: Pass 3 tiles to your left. You may 'blind pass' (pass tiles just received without looking).

SECOND CHARLESTON (Optional): Requires unanimous consent from all four players. Any player may decline. First Pass: Pass 3 tiles to your left. Second Pass: Pass 3 tiles across. Third Pass: Pass 3 tiles to your right. Blind pass allowed.

COURTESY PASS (Optional): After all Charlestons complete, players across from each other may exchange 1, 2, or 3 tiles if both agree on the number.

PASSING JOKERS: Under NMJL rules, jokers may not be passed during the Charleston. Some groups allow it as a house rule, so confirm with your table.

Tips

  • Pass tiles that don't fit your developing hand
  • The Charleston typically takes 3-5 minutes
  • If someone declines the second Charleston, it's binding for all players

Gameplay Rules

TURN ORDER: Play proceeds counter-clockwise, starting with East who discards one tile.

ON YOUR TURN: Draw one tile from the wall (the 'live' end). Add it to your hand. Discard one tile face-up to the table's center.

ANNOUNCING DISCARDS: Clearly name each discarded tile (e.g., '4 Bam' or 'Red Dragon'). Tiles should be placed in an orderly fashion so all players can see what's been discarded.

RACK YOUR HAND: Keep tiles on your rack at all times. Do not pick up tiles from your rack except when making a discard.

THE WALL: Draw from the live end (opposite from where dealing started). When one wall is exhausted, continue with the next player's wall.

Calling Rules

You may 'call' another player's discard to complete a set. This is the only way to take tiles out of turn.

WHAT YOU CAN CALL: A discard that completes a pung (3 tiles), a discard that completes a kong (4 tiles), a discard that completes a quint (5 tiles, with jokers), or a discard that completes your Mahjong (winning hand).

WHAT YOU CANNOT CALL: A discard for a pair (unless it completes Mahjong), a discard to add to an existing exposure, any tile from the wall (only discards can be called).

HOW TO CALL: Say the type of set ('Pung' or 'Kong') or 'Mahjong.' Take the discarded tile, reveal your completed set on top of your rack, then discard a tile. Play continues from you.

PRIORITY: If multiple players call the same tile, Mahjong takes priority over all calls. Otherwise, the player next in turn order (counter-clockwise from discarder) has priority.

EXPOSURES: Called sets must be placed face-up on your rack. They cannot be changed. Jokers in exposures CAN be exchanged by any player who has the matching natural tile.

Joker Rules

Jokers are wild cards with specific restrictions:

VALID USES: Jokers may substitute for any tile in a pung (3), kong (4), or quint (5). Some hands on the card require 6 of a tile, which also uses jokers.

INVALID USES: Jokers CANNOT be used in pairs. Jokers CANNOT be used in a single tile. If the card shows NEWS (the four winds as singles), jokers cannot substitute.

EXCHANGING JOKERS: A joker in an exposed set may be exchanged by any player who has the natural tile it represents. The player takes the joker into their hand and gives the natural tile.

JOKERS IN CHARLESTON: Jokers may NOT be passed during the Charleston.

DISCARDING JOKERS: A joker may be discarded. It is a 'safe' tile - it cannot be called by any player for any reason.

Winning Rules

To win, complete a hand exactly matching one of the hands on the current NMJL card.

CALLING MAHJONG: When you complete your hand, call 'Mahjong!' immediately. If you fail to call before the next player draws or the tile is covered by another discard, you cannot claim it.

VERIFICATION: Expose your hand. All players verify the tiles match the card exactly. Tile positions don't matter - only the correct tiles and quantities.

VALID WIN: If correct, you win the round. Score according to the point value shown on the card.

INVALID WIN: If your hand doesn't match, it's a 'dead hand.' You cease playing for the rest of the round — your rack is turned face down.

Dead Hands

A 'dead hand' is one that cannot win. A player with a dead hand ceases playing for the remainder of the round.

CAUSES OF DEAD HANDS: Calling Mahjong incorrectly (hand doesn't match card), making an incorrect exposure (calling with wrong tiles), having too many or too few tiles.

WHAT HAPPENS: A player with a dead hand stops playing entirely — they do not draw, discard, or call tiles for the rest of that round. Their rack is turned face down.

NOTE: Some home groups may use modified dead hand rules. Always clarify house rules before playing.

Scoring

Point values are shown on the NMJL card next to each hand. Scoring determines payments.

BASIC SCORING: Winner receives points from all other players. Player who discarded the winning tile pays double. Self-pick (winning from the wall) means all opponents pay double.

EXAMPLE: A 25-point hand won from a discard: discarder pays 50 points, other two players pay 25 points each.

WALL GAME: If all tiles are drawn with no winner, no payments are made. Deal rotates and a new round begins.

Etiquette

ANNOUNCE CLEARLY: Name discards so all players can hear.

PROMPT PLAY: Make decisions reasonably quickly. Excessive delay slows the game for everyone.

NO COACHING: Don't advise other players on their hands during the game.

GRACIOUS WINNING/LOSING: Mahjong involves luck. Accept wins and losses with good humor.

RESPECT THE TILES: Handle tiles carefully. Don't slam or throw tiles.

Key Takeaways

  • American Mahjong uses 152 tiles including 8 jokers and requires the NMJL card
  • The Charleston (tile exchange) is mandatory - jokers cannot be passed
  • Call discards only for sets of 3+ tiles or to complete Mahjong
  • Jokers are wild in pungs/kongs/quints but cannot be used in pairs
  • Jokers in exposures can be exchanged for the natural tile
  • Mahjong call has priority over all other calls
  • A dead hand ceases playing for the rest of the round

Frequently Asked Questions

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