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Intermediate25 min readUpdated Jan 2, 2026

American Mahjong Rules

A comprehensive guide to American Mahjong rules including gameplay mechanics, calling priorities, scoring, and common table rules.

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Joker Swaps Explained

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Closing the Discard

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Turn Order and Flow

Play proceeds counter-clockwise around the table. On your turn, draw one tile from the wall (unless you called a discard), optionally call Mahjong if complete, then discard one tile face-up.

After discarding, briefly pause to allow other players to call the tile. If no one calls, the next player in turn order draws from the wall.

When multiple players want to call the same discard, Mahjong takes priority over all other calls. If two players call Mahjong, the one closest to the discarder in turn order wins.

Calling Rules

You may call a discarded tile if it completes a Pung (3), Kong (4), Quint (5), or Mahjong. You CANNOT call for a pair except to win.

When you call, clearly announce the type of meld. Take the discarded tile, add tiles from your hand to complete the meld, and expose it on top of your rack.

You skip the normal draw when you call - the tile you called is your 'draw' for that turn. You must still discard to end your turn.

IMPORTANT: You can only call the most recently discarded tile. Previous discards are 'dead' and cannot be claimed.

Tips

  • Don't call too quickly - other players need time to react
  • If you accidentally call incorrectly, your hand is dead

Joker Rules

Jokers can substitute for any tile in a Pung (3), Kong (4), Quint (5), or Sextet (6). They CANNOT be used in pairs or as single tiles.

JOKER EXCHANGE: If a player has an exposed meld containing a Joker, you can exchange the natural tile from your hand for the Joker during your turn (after drawing, before discarding).

DISCARDING JOKERS: A Joker may be discarded. It is a 'safe' tile — no other player can call a discarded Joker for any reason.

Multiple Jokers can be used in the same meld. A Kong of Jokers representing 4 of the same tile is legal.

Exposures and Concealed Hands

An EXPOSURE is any meld you've called and placed face-up on your rack. Once exposed, these tiles cannot return to your hand.

A CONCEALED hand has zero exposures - you drew every tile yourself from the wall. Some hands on the card require concealment (marked with 'C').

You can win a concealed hand by calling Mahjong on a discard - only the final tile can be called while keeping concealment status.

Concealed hands are typically worth more points because they're harder to complete.

Winning (Mahjong)

When your hand matches a pattern on the card, call 'Mahjong!' to claim victory. You can win by self-drawing from the wall or calling a discard.

Expose your entire hand for verification. Other players should check that your hand exactly matches a pattern on the card.

If you incorrectly call Mahjong, your hand is dead for the remainder of the round. Be certain before calling!

WALL GAME: If all tiles are drawn from the wall and no one has won, the round ends in a draw. No points are awarded.

Scoring

Each hand on the card has a point value (typically 25-50 points). The winner collects this amount from each losing player.

SELF-PICK BONUS: If you win by drawing from the wall, you collect double from each player.

DISCARD RESPONSIBILITY: The player who discards the winning tile pays double, while other players pay the regular amount.

POINTS TABLE: 25 points = basic hands, 30-35 = moderate, 40-50 = difficult hands. Concealed versions often add value.

Tips

  • Keep chips or coins handy for scoring
  • Some groups play for small stakes, others just for fun
  • Track scores across multiple rounds for a complete game

Dead Hands

A DEAD HAND cannot possibly win. A player with a dead hand ceases playing for the rest of that round. Causes include:

- Incorrect number of tiles (too many or too few)

- Incorrect exposure (called wrong meld)

- False Mahjong call

When a hand is declared dead, the player turns their rack face down and stops drawing, discarding, and calling. Play continues among the remaining players.

Common Table Rules

Table rules vary by group. Common variations include:

- PIE RULE: Going around the table once without a call (peaceful play)

- BREAK THE WALL: Some groups rotate who breaks the wall each round

- TIMER: Some competitive games use turn timers

- BLIND PASS: Some groups require blind passing on first Charleston

Always clarify house rules before starting. What matters is that everyone agrees.

Key Takeaways

  • Play moves counter-clockwise; draw, then discard
  • Call discards for melds of 3+ only (not pairs)
  • Jokers work in Pungs/Kongs/Quints but never pairs
  • Concealed hands have no exposures until winning
  • Verify winning hands against the card exactly
  • Clarify table rules before playing

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