Learn to Play American Mahjong: A Comprehensive Beginner’s Guide

Mahjong, a game of strategy, skill, and a bit of luck, has captivated players for generations. Originating in China, this four-player game has evolved into numerous variations around the world. This guide focuses on American Mahjong, a dynamic and engaging version governed by the rules of the National Mah Jongg League (NMJL). If you’re eager to Learn To Play Mahjong, specifically the American version, you’ve come to the right place. This article will walk you through everything a beginner needs to know to get started and confidently play this exciting game.

Whether you’re completely new to Mahjong or looking to teach a friend, this guide will provide a clear and structured introduction to American Mahjong. Once you grasp the fundamentals outlined here, you can explore more advanced strategic play with resources like our Complete Guide to American Mah Jongg Strategy.

Throughout this guide, we’ll use images of tiles from our Online Mah Jongg Game to illustrate different tile types and combinations. Keep in mind that tile designs can vary across sets, so your physical tiles might look slightly different from the examples shown.

Understanding the Tiles: The Building Blocks of Mahjong

An American Mahjong set is composed of 152 distinct tiles, each playing a crucial role in the game. These tiles are categorized into several groups, which we’ll explore in detail.

Numbered Tiles: Suits and Ranks

The foundation of a Mahjong hand lies in the numbered tiles. These tiles come in three suits: Craks, Dots, and Bams. Within each suit, the tiles are numbered from 1 to 9. Importantly, there are four identical tiles of each number and suit in a standard set.

Craks (Characters)

Dots (Circles)

Bams (Bamboo)

Note: The One Bam tile is often represented by a bird, making it easily distinguishable from other Bam tiles.

Wind Tiles: Cardinal Directions

Wind tiles represent the four cardinal directions: North, East, West, and South. Like the numbered tiles, there are four of each wind tile in the set, adding another layer of complexity and strategic opportunity to the game.

Dragon Tiles: The Honors

Dragon tiles are considered “honor” tiles and come in three types: Green Dragon, Red Dragon, and White Dragon (often called Soap). Each dragon type has four tiles in the set. Dragons are significant for forming specific winning hands and are associated with the suits:

  • Green Dragons are associated with Bams.
  • Red Dragons are associated with Craks.
  • White Dragons (Soap) are associated with Dots.

We will delve deeper into these suit associations when we discuss how to interpret the Mahjong card.

Note: The White Dragon (Soap) is also used to represent the number zero in certain hand combinations on the Mahjong card.

Flower Tiles: Bonus Points

Flower tiles are unique in that they don’t directly contribute to forming standard winning hands. Instead, the eight flower tiles in a set serve as bonus tiles. While some sets depict different flower varieties or include seasons, in American Mahjong, all flower tiles are interchangeable and treated equally. The image here shows the flower tile used in the I Love Mahj online game.

Joker Tiles: Wildcards

American Mahjong includes eight Joker tiles, which are powerful wildcards. Jokers can substitute for any other tile (except another joker) when building a hand, offering flexibility and strategic advantages. However, there are specific rules and restrictions on their use, which we’ll cover later in this guide.

Decoding the Mahjong Card: Your Guide to Winning Hands

Unlike some other Mahjong variations, American Mahjong relies on a “card” that lists all the possible winning tile combinations, known as “hands”. The primary objective in American Mahjong is to create a hand of 14 tiles that matches one of the combinations listed on this card.

This card element introduces a unique strategic dimension to the game. Players must familiarize themselves with the card to quickly recognize potential winning hands as they play. Adding to the challenge, the NMJL releases a new card annually, requiring players to adapt and learn new hand combinations each year!

The National Mah Jongg League (NMJL) is the most recognized organization that publishes these cards. Due to copyright restrictions, we cannot display the NMJL card here. You’ll need to purchase a card from the NMJL to play. However, this section will equip you with the knowledge to read and understand the card, enabling you to identify valid tile combinations.

Understanding Hands, Colors, and Notes

Each line on the NMJL card represents a distinct winning hand. Each hand consists of exactly 14 tiles. Colors and specific notes on the card provide crucial details about the requirements of each hand.

Card Abbreviations: Decoding the Symbols

The card utilizes a set of abbreviations to concisely represent tile combinations:

  • 1-9: Numbered tiles of each suit.
  • D: Dragon tile (Green, Red, or White).
  • F: Flower tile.
  • N, E, W, S: North, East, West, and South Wind tiles.
  • 0: Soap, referring to the White Dragon.

Combinations: Building Blocks of Hands

Winning hands are constructed from groups of identical tiles. The card uses specific terms to define these groups:

  • Single: One individual tile.
  • Pair: Two identical tiles.
  • Pung: Three identical tiles.
  • Kong: Four identical tiles.
  • Quint: Five identical tiles.
  • Sextet: Six identical tiles.

For example:

  • A pung of West winds is written as “WWW”.
  • A kong of 3s is written as “3333”.
  • A quint of flowers is written as “FFFFF”.

It’s important to note that these combinations are made of identical tiles. The card sometimes groups different tiles together for hand representation, like “NEWS” or “2024” (year hands). These are sets of individual tiles, not combinations of identical tiles. Beginners often find this confusing, and recognizing these as individual tiles is key to understanding the card.

Colors on the Card: Suit Flexibility

The NMJL card uses three colors: blue, red, and green. These colors are not tied to specific suits. Instead, within a single hand description, tiles of the same color must belong to the same suit.

Example: “222 444 6666 8888”

In this example, the 2s and 4s must be from one suit, and the 6s and 8s must be from a different suit. For instance, the 2s and 4s could be Dots, and the 6s and 8s could be Craks. Or, the 2s and 4s could be Bams, and the 6s and 8s could be Dots. All such suit combinations are valid.

When dragons are part of a combination and shown in the same color as other tiles in the hand, they must be “matching dragons”. This means the dragon suit association must align with the suit of the numbered tiles in that color group:

  • Green Dragons must be used with Bams.
  • Red Dragons must be used with Craks.
  • White Dragons (Soap) must be used with Dots.

Example: “22 444 DDDD 666 88”

Here, all numbers and characters are the same color, indicating they must be in the same suit with matching dragons. A valid winning hand could be a pair of 2-Craks, a pung of 4-Craks, a kong of Red Dragons, a pung of 6-Craks, and a pair of 8-Craks.

Sometimes, a dragon is shown in a different color than other combinations in the hand. This signifies an “opposite dragon,” meaning it should not match the suits of the other tile groups.

Example: “22 44 666 888 DDDD”

In this case, you would use one suit for the 2s and 4s, a different suit for the 6s and 8s, and the dragons must match a third suit. A valid hand could be a pair of 2-Dots, a pair of 4-Dots, a pung of 6-Craks, a pung of 8-Craks, and a kong of Green Dragons.

Card Sections: Organizing Winning Hands

The hands on the NMJL card are grouped into sections, with section themes that generally remain consistent from year to year. Common sections include:

  • Year Hands: These hands incorporate the current year, represented using numbered tiles and soap (White Dragon).
  • 2468 Hands: Hands in this section use only even-numbered tiles.
  • Any Like Numbers: These hands feature combinations using only one number rank (e.g., all 3s).
  • Quints: As the name suggests, these hands include quints (five-of-a-kind combinations).
  • Consecutive Runs: Hands in this section are built with sequences of consecutive numbers (e.g., 1, 2, 3, 4, 5).
  • 13579 Hands: These hands utilize only odd-numbered tiles.
  • Winds and Dragons: Hands predominantly composed of wind and dragon tiles (though some may include numbered tiles).
  • 369 Hands: Hands that specifically use the number ranks 3, 6, and 9.
  • Singles and Pairs: Hands made up exclusively of single tiles and pairs, with no larger combinations.
  • Multiplications/Additions: Some cards may feature sections based on mathematical operations represented by tile combinations (e.g., “FFFF 5555 x 3333 = 15”).

Important Notes for Card Sections:

  • Within each section, hands can also include dragons and/or flower tiles.
  • In “Any Like Numbers” hands, the card shows 1s for simplicity, but any number rank can be used.
  • For “Consecutive Runs,” the card often starts number sequences at 1, but unless specified otherwise, any consecutive number sequence is usually valid.

Example: For the hand “FFFF 1111 22 3333”, a winning combination could be a kong of flowers, a kong of 4-Craks, a pair of 5-Craks, and a kong of 6-Craks.

Concealed vs. Exposed Hands

Some hands on the card are marked with an “X” (Exposed), and others with a “C” (Concealed). “Concealed Hand” designation is significant because it restricts calling tiles. When playing for a concealed hand, you cannot call discarded tiles from other players to form combinations (except for the very last tile needed to declare Mahjong).

Notes on the Card: Clarifications and Nuances

Each hand description on the card is accompanied by a clarifying note in parentheses. These notes are crucial for resolving ambiguities in the hand representation and explaining specific rules or limitations for that particular hand.

For instance, the first line of the “Consecutive Runs” section often includes the note “These numbers only.” While generally, consecutive run hands allow any sequence of numbers, this note indicates that only the specific number sequence listed for that hand is permitted.

Another example: For “FFFFF DDDD 11111,” the numbers and dragons are different colors, suggesting they must be different suits. However, a note might state “Any number, any suit, any dragon,” overriding the color-coding and indicating that suits are irrelevant for this particular hand.

Always pay close attention to the notes on the card to fully understand the requirements of each hand.

Points: Scoring Your Wins

The final piece of information for each hand on the card is its point value. This number indicates the points you earn for winning with that specific hand. Bonus points can also be awarded in certain situations, which we will discuss later.

Playing American Mahjong: Step-by-Step Gameplay

Now that we’ve covered the tiles and the card, let’s dive into how to actually play American Mahjong! The game proceeds through a series of steps, from setup to declaring Mahjong.

Game Setup: Preparing to Play

When playing online, the game setup is automated. For in-person games with physical Mahjong sets, follow these steps:

  1. Player Seating: Arrange four players around a square table.
  2. Racks: Each player places a rack in front of them to hold their tiles.
  3. Tile Shuffle: Place all tiles face down in the center of the table and thoroughly shuffle them.
  4. Building the Walls: Each player builds a “wall” of tiles in front of their rack, 19 tiles long and 2 tiles high.
  5. Determining East: Players roll dice. The player with the highest roll is designated as “East” (the starting player).
  6. Breaking the Wall: East rolls the dice again and breaks their wall at the position indicated by the dice count, counting from the right end of the wall.
  7. Initial Tile Distribution: East takes the first four tiles from the break in their wall.
  8. Tile Drawing (Counter-Clockwise): Moving counter-clockwise from East, each player draws four tiles at a time until everyone has 12 tiles. Tiles are drawn first from East’s broken wall section, then from the next wall in clockwise order, and so on.
  9. Final Tile Draw: East then draws two more tiles (the first and third pairs from the top of the wall at the break). Each of the other players, in counter-clockwise order, draws one final tile each.
  10. Starting Hands: East now has 14 tiles, and the other players each have 13 tiles.
  11. Tile Racking: Players arrange their tiles on their racks, keeping them concealed from other players.

At this stage, players organize their tiles, analyze their hands, and begin strategizing which winning hand to pursue. For strategic guidance, refer to our Complete Guide to American Mah Jongg Strategy.

The Charleston: Tile Passing for Hand Improvement

The Charleston is a unique and crucial element of American Mahjong. It involves a series of tile passes between players designed to improve starting hands and increase the chances of forming a winning combination.

The Mandatory First Charleston

  1. Pass Right: All players simultaneously pass three unwanted tiles face down to the player on their right.
  2. Pass Across: All players simultaneously pass three unwanted tiles face down to the player across from them.
  3. Pass Left (Blind Pass): All players pass three tiles to the player on their left. However, for this pass, players can pass between 0 and 3 of their own tiles. If they pass fewer than three of their own tiles, they must make up the difference with tiles they received from the player on their right (without looking at these received tiles first). This is known as a “blind pass.”

The Optional Second Charleston

If all players agree, a second Charleston can be performed. This Charleston begins with a pass to the left. If even one player declines a second Charleston, the game proceeds to the Courtesy Pass.

  1. Pass Left: All players pass three tiles to the player on their left.
  2. Pass Across: All players pass three tiles to the player across from them.
  3. Pass Right (Blind Pass): All players pass three tiles to the player on their right, again with the option to include 0-3 of their own tiles and supplement with received tiles as a blind pass.

The Courtesy Pass: Final Tile Exchange

After the Charleston(s), a Courtesy Pass occurs. Each player verbally tells the player opposite them how many tiles they wish to pass (from 0 to 3). Players then exchange tiles, passing the lower of the two requested numbers.

Important Note: Jokers cannot be passed during any part of the Charleston or Courtesy Pass.

Once the Charleston and Courtesy Pass are complete, the regular gameplay phase begins. As mentioned earlier, the goal is to form a 14-tile hand that matches a winning combination on the NMJL card.

Order of Play: Turns and Actions

This section outlines the general flow of a turn in American Mahjong. Subsequent sections will detail each action and its associated rules.

East, having 14 tiles initially, starts the game by discarding one tile face up into the center of the playing area. Play then proceeds counter-clockwise to the player on East’s right. Each player, in turn:

  1. Draws a tile: Takes a tile from the wall.
  2. Discards a tile: Discards one tile face up.

At any point after a discard and before the next player draws from the wall, another player can “call” the discarded tile to form an “exposure” (a revealed set of tiles). The player who calls a tile then discards a tile to end their turn. Play continues counter-clockwise until a player declares “Mahjong” (wins) or the wall is depleted (a “wall game”).

Let’s examine each of these actions in more detail.

Walls in Play: Drawing New Tiles

As tiles are drawn, the walls gradually shorten. Once all tiles have been drawn from the current active wall, the next wall in clockwise order becomes active. This wall is “pushed out,” meaning it’s moved slightly towards the center of the table, with the end closest to the player pushing it remaining accessible for drawing. Tiles are always drawn from the end of the active wall closest to the center of the table.

Drawing and Racking Tiles: Starting Your Turn

A player begins their turn by drawing a tile from the active wall. This tile is placed on their rack, visible only to them. “Racking” the tile (placing it on the rack) signals that the previously discarded tile is no longer available to be called by other players.

In online Mahjong games, tile drawing may be automated, or you might need to click a button to draw a tile.

Discarding Tiles: Ending Your Turn

After drawing a tile (or calling a discarded tile), a player examines their hand and chooses a tile to discard. In a physical game, the player places the discarded tile face up in the center of the table and announces it verbally (e.g., “One Bam,” “North”).

In online games, discarding is usually done by double-clicking or dragging a tile to a designated discard area. The computer typically announces the discarded tile.

Once a tile is discarded, it cannot be retrieved. Discarding a tile signifies the end of that player’s turn, unless another player immediately calls the discarded tile.

Calling a Tile: Forming Exposures

After a player discards a tile, but before the next player draws from the wall, other players have the opportunity to “call” the discarded tile. You would call a tile if you need it to complete a combination (pung, kong, or quint) for the hand you are trying to make.

To call a discarded tile:

  1. Verbal Announcement: Clearly announce “Call!” (or simply “Call”).
  2. Expose Tiles: Place the called tile face up on your rack. Then, reveal the necessary matching tiles (which may include jokers) from your hand to form the required combination (pung, kong, or quint). This set of revealed tiles is called an “exposure.”
  3. Discard a Tile: To complete your turn, discard one tile face up from your hand.
  4. Turn Order Shift: Play now proceeds to the player on your right, unless your discarded tile is also called.

If a player calls a discarded tile and it’s the last tile they need to complete their entire 14-tile winning hand, they call “Mahjong!” and reveal their entire hand.

Rules Governing Calling a Tile:

  • Timing: You can only call a tile between the moment it is discarded and before the next player racks a drawn tile.
  • Most Recent Discard: You can only call the most recently discarded tile, not tiles discarded earlier in the game.
  • Combination Type: You can only call a tile to form a combination of three or more identical tiles (pung, kong, quint). You cannot call a tile to make a single or a pair, unless it is the final tile needed to complete Mahjong.
  • Joker Usage: You can use jokers to substitute for regular tiles within your exposure. For example, to call a 5-Crak to make a pung, your exposure could be three 5-Craks, two 5-Craks and a joker, or one 5-Crak and two jokers.
  • No Calling Jokers: You can never call a discarded joker.
  • Concealed Hands: You cannot call a tile if you are playing for a concealed hand (a hand marked “C” on the card), unless it is the final tile to declare Mahjong.
  • Exposure Changes: Once you have made an exposure, you can add to it (e.g., turn a pung into a kong) until you discard a tile. However, after discarding, the exposure is locked and cannot be changed or removed.
  • Multiple Calls: If two players call for the same discarded tile:
    • Precedence: The player closer to the discarding player in counter-clockwise order has priority.
    • Mahjong Priority: If one player is calling for Mahjong and another for an exposure, the player calling Mahjong takes precedence.

Utilizing Jokers: Wildcard Power

Jokers are powerful wildcards in American Mahjong. They can substitute for any regular tile (except another joker) but only within combinations of three or more tiles (pungs, kongs, quints). Jokers cannot be used as substitutes for singles or pairs. Remember that combinations like “NEWS” or “2024,” while listed together on the card, are sets of individual tiles, not pungs or kongs. Therefore, jokers cannot be used in these sets.

Joker Swapping: Exchanging for Regular Tiles

When it’s your turn to play (either your regular turn in counter-clockwise order, or after you have called a tile), you have the option to swap an exposed joker for the corresponding regular tile from your hand.

Example: Suppose player Mary has an exposure of two 5-Craks and two jokers. If you have a 5-Crak in your hand, you can exchange your 5-Crak for one of Mary’s jokers. If you have two 5-Craks, you can exchange them for both of Mary’s jokers. You can also swap a tile from your hand for a joker in one of your own exposures.

In a physical game, you would typically ask the player for the joker you wish to swap, rather than simply taking it from their rack.

Declaring Mahjong: Winning the Game

When a player has arranged their 14 tiles to match one of the winning hands on the NMJL card, they can declare “Mahjong!” and win the game. To declare Mahjong, the player should verbally announce “Mahjong!” and reveal their entire 14-tile hand by placing it face up on their rack for verification by the other players.

The winning player earns the point value associated with their winning hand (as listed on the card), plus any bonus points if applicable (e.g., for a jokerless hand or for drawing the winning tile themselves). Players who discarded the winning tile may incur penalties, depending on the specific rules being used.

Payout rules vary when playing for money, and point accrual methods differ in tournaments. Online Mahjong games may also have their own unique scoring systems. Detailed discussion of payout and scoring variations is beyond the scope of this beginner’s guide.

Wall Games: No Winner

If all tiles are drawn from the walls before any player declares Mahjong, the game ends in a draw, known as a “Wall Game.” No points are awarded in a wall game.

Dead Hands: Eliminating a Player from Play

In certain situations, a player’s hand can be declared “dead” by the other players. When a hand is declared dead, that player stops participating in the game. They cannot draw tiles, discard tiles, or call tiles. The game continues with the remaining players.

Conditions that can lead to a dead hand:

  • False Mahjong Call: If a player incorrectly declares “Mahjong” but their hand does not actually match a valid winning hand on the card, or if they have exposures but claim a concealed hand, their hand becomes dead.
  • Impossible Hand: If a player’s exposures reveal they are pursuing a specific hand that has become impossible to complete. For example, if their exposures indicate they need a pair of North winds, but all four North wind tiles have already been discarded or exposed, their hand is dead.
  • Incorrect Tile Count: If a player ends up with an incorrect number of tiles (they should typically have 13 tiles, or 14 tiles on their turn or when calling Mahjong), their hand may be declared dead.
  • Incorrectly Calling Another Hand Dead (Tournaments/Online Games): In tournaments and some online games, if you incorrectly declare another player’s hand dead and they dispute it, your hand may be declared dead instead.
  • Disputes in Home Games: In casual home games, according to NMJL rules, disagreements about whether a hand is dead are typically resolved at the end of the game.

Continuing Your Mahjong Journey

This guide has provided a comprehensive overview of the fundamentals of American Mahjong. To further enhance your learning and gameplay, consider exploring these resources:

  • NMJL Website: Visit the official National Mah Jongg League website (https://www.nationalmahjonggleague.org/) for official rules, card information, and resources.
  • Strategy Guides: Delve into advanced strategies and techniques with resources like our Complete Guide to American Mah Jongg Strategy.
  • Online Mahjong Games: Practice and refine your skills by playing online American Mahjong games, such as the one available at https://ilovemahj.com/about#online.

With dedication and practice, you’ll quickly progress from a beginner to a confident and skilled American Mahjong player. Enjoy the game!

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