How to play American mahjong (mah jongg): the full beginner guide
Here’s the whole game on one page, in the order a real table would teach it. Read it straight through, or learn it interactively with tiles in your hands, which is faster.
American mahjong is a four-player game played with 152 tiles against a card of winning hands that the whole table shares. After the deal and the Charleston, a tile trade before play, players take turns drawing and discarding, calling discards to complete groups and using jokers only in groups of three or more. The first player to match all 14 tiles of a card hand exactly declares mahjong and collects the hand’s value.
This guide covers standard American mahjong. Tile artwork and house rules can vary; use the rules and card agreed on by your table.
Which mahjong this guide teaches
The game here is American mahjong, also spelled mah jongg: the real four-player game with racks, jokers, and a card of winning hands.
If you were looking for the solitaire tile-matching puzzle, that’s a different game entirely. If you meant Chinese or riichi rules, those variants play differently, and they get a comparison of their own.
See how the variants differThe tiles
An American set holds 152 tiles. Three suits run 1 through 9 with four copies of each, which accounts for 108: dots (circles), bams (bamboo sticks, with a bird usually standing in for the 1), and craks (the Chinese numeral over a red character meaning ten thousand).
The other 44 are the honors and the specials: four each of the four winds (16), four each of the three dragons (12), eight flowers, and eight jokers. Each dragon goes with a suit: red with craks, green with bams, and the white dragon, the soap, with dots. The soap works a second job as the digit zero in year hands, and all eight flowers count as one identical tile, which makes them the easiest kong (four of a kind) in the game.
That’s the whole vocabulary. The first skill worth drilling is telling the families apart on sight, because every decision downstream starts there.
The card
You don’t invent your own hand in American mahjong. A card lists every legal winning hand for the season, everyone at the table plays against the same one, and a hand that isn’t on it is worth nothing. The card is organized into sections of related hands: year hands, runs, even numbers, odd numbers, winds and dragons, and the famously unforgiving singles and pairs.
Hands are written in code: digits for ranks, F for flowers, D for dragons, letters for winds, and shapes carrying the suits. Groups sharing a shape are one suit, different shapes mean different suits, and no shape means suit doesn’t matter. Any suit can play any shape, which is why one printed line stands for many concrete hands.
Take this sample line, FF 2026● 4444▲ 4444■, worth 25 and marked X. It isn’t a hand from any real card, just a way to see the code at work. It’s a year hand: a pair of flowers, 2-0-2-6 in one suit with the soap playing zero, and kongs (four of a kind) of 4s in the other two suits. The value is what a win pays, and harder hands pay more. X means you may call discards on the way; C means the hand stays concealed until you win.
Don’t try to memorize hands. Learn the sections well enough to sort every deal into one, and let two or three friendly lines become the ones you can spot on sight. The full notation gets its own guide.
Setup and the deal
Four players sit around the table, and every hand starts with the shuffle: all tiles face down, all eight hands washing them around, a racket the old-timers called the twittering of the sparrows. Each player then builds a wall in front of their rack (the stand that holds their tiles), nineteen tiles long and two high, which accounts for all 152.
Dice pick the dealer, East, and East breaks the wall. The deal runs in bursts: everyone takes four tiles at a time for three rounds, then East takes two more and everyone else takes one. East holds 14 and the other three hold 13. After the Charleston, East starts play by discarding one tile.
Turns move counterclockwise, walls push out as they empty, and there is no dead wall: every tile not in a hand is drawable, so the wall count only ever falls.
The Charleston
- 1Right
- 2Across
- 3Left
Before any turns, the table trades away its junk. The first Charleston is mandatory and unstoppable: three tiles to your right, three across, three to your left, each pass face down and all three at once. If every player agrees, a second round runs mirrored (left, across, right), and one refusal kills it with no reason owed. Last comes the courtesy pass: you and the player across each offer up to three tiles, and the smaller number is what crosses.
Two passes allow a blind steal: the first round’s left pass and the second round’s right pass. Pass fewer of your own and top up, sight unseen, from the tiles arriving. Jokers never travel in any pass, ever.
As for what to send: pass suit-scattered loners, keep pairs (jokers can’t make them and discards can’t be called for them), and hold flowers until you know your line. Then read what arrives, because three bams in a row from your right neighbor is your right neighbor telling you what they don’t want, and that’s information.
Every pass and the full strategyTurns and calling
Your turn is draw one, throw one: take the wall’s next tile, then discard one face up, naming it aloud. The name matters legally, because calls hang on it, and a misnamed discard that costs someone a mahjong costs the misnamer dearly. Once a discard is down it’s dead history, and only the newest one is live.
A live discard can be claimed by anyone until the next player racks their draw, and racked means racked. Claim it to complete a pung (three identical), kong (four), or quint (five), which goes face up on top of your rack with the rest of the group coming from your hand, jokers welcome. That face-up group is an exposure.
Pairs can never be called, except when that tile wins you the game. When two players want the same discard, mahjong beats any exposure, even one already in progress, and between exposure claims the seat nearest after the discarder wins.
Call sparingly: every exposure spends your secrets and your flexibility, and eager early calls top every list of beginner mistakes.
Jokers
A joker stands in for any tile inside a group of three or more identical tiles, and nowhere else: never in a pair, never as a single, never as a lone wind or a year digit, and never passed in the Charleston. That one sentence is most of joker law, and singles and pairs hands pay more than most precisely because jokers can’t touch them.
The other half is the exchange. On your own turn, after drawing and before discarding, you may redeem any exposed joker on the table, yours or an opponent’s, by handing over the real tile it stands for. The trade can’t be refused, it doesn’t count as exposing (so even concealed hands may redeem), and it wins endgames.
Two cautions: a discarded joker is dead the moment it hits the table, and a hand that wins without any jokers doubles its value (except a singles and pairs hand, which can never hold one).
Winning and payouts
Match all 14 tiles of a card hand exactly, say mahjong, and lay the whole hand out in the card’s order for the table to verify. Thirteen of fourteen pays nothing; there is no second place.
The win pays the hand’s printed value: the thrower of your winning tile pays double while the others pay face value, a self-picked win collects double from all three, and a jokerless hand doubles once more on top. Singles and pairs hands skip that last double, since no joker could ever sit in them.
| How the hand wins | Who pays | How much |
|---|---|---|
| Off a discard | The player who threw it | Double the value |
| Off a discard | The other two players | The value |
| Self-picked from the wall | All three opponents | Double the value |
| Without any jokers (not singles and pairs) | Everyone who pays | Double again |
Dead hands and wall games
Hands can also die. Wrong tile count, an exposure that fits no line on the card, a joker seated in a pair: any of these kills the hand, and only opponents may point it out (a wrong accusation costs the accuser instead). A dead player stops drawing but keeps paying, and their exposed jokers stay redeemable.
If the wall empties with no winner, that’s a wall game: nobody pays, the tiles get shuffled, and the deal moves on.
Defense
Beginners chase their own hand; players also watch everyone else’s. The pond, the face-up discards in the middle of the table, is public memory: only four of each tile exist, so when three 5 dots are face up and your line needs a pair of them, that line is finished no matter how pretty it looks in your rack. Count before you chase.
Watch the exposures too. Whatever line an opponent is chasing must use those exact groups, and two exposures usually narrow the card to a line or two, which tells you what not to throw. Late in a hand, the safest discards are tiles no exposure points toward and tiles the pond already shows three of (only a pung filled out with two jokers can still take that last copy); hot ones are fresh tiles in an exposed player’s suit.
When you’re four tiles from mahjong and somebody else is one call away, the strongest move on the table is breaking your own hand: stop feeding, throw safe, and let the wall run out. Nobody pays on a wall game, and that beats paying a winner.
Table manners, briefly
The etiquette is short and it’s real: never touch another player’s tiles or rack, name every discard at table volume, announce joker exchanges before they happen, and keep quiet about live hands, which means no coaching and no commentary. Decide your discard before your turn comes; the table’s patience runs about ten seconds. Win gracefully, pay promptly, and settle disputes with the card, not volume.
Every table also runs a few house rules, and the veterans owe the beginners a list of which rules those are before the first deal, not after.
Common questions
How many tiles are in American mahjong?
152: three suits of 1 through 9 with four copies each (108), sixteen winds, twelve dragons, eight flowers, and eight jokers.
Is American mahjong the same as mahjong solitaire?
No. Solitaire is a single-player tile-matching puzzle. American mahjong is the real four-player game with racks, a card of winning hands, the Charleston, and jokers.
How long does it take to learn American mahjong?
Most people can play a supported first game after a few hours of practice and feel comfortable within a month or two of regular hands. The card is the slow part, and it gets faster every year you play.
Do I need the card to play?
Yes. American mahjong is played against a card of legal hands that everyone at the table shares. Mahjong Pals lets you choose the card before each game, and the reading skill transfers to any published card.
What makes jokers special?
A joker stands in for any tile inside a group of three or more identical tiles, and never in pairs or singles. A discarded joker is dead, and an exposed one can be redeemed by anyone holding the real tile.
What is the Charleston?
A tile-trading ritual before play starts: three passes of three tiles to your neighbors, a possible second set of three passes, and a final courtesy trade across the table. It exists so nobody is stuck with their deal, and it’s where most hands are made.
What happens if nobody wins?
If the wall runs out of tiles with no mahjong declared, the hand is a wall game: nobody pays anybody, the tiles get shuffled, and the deal moves on. Forcing a wall game on purpose is a real defensive skill.
Can a hand be disqualified?
Yes. A hand with the wrong tile count, an exposure that fits no line on the card, or a joker sitting in a pair is dead. A dead player stops playing but keeps paying, and only opponents can make the call.
One mahjong tip in your inbox every Saturday
With the week's mahjong news alongside it. Unsubscribe anytime.