How to Play American Mahjong: The Complete Beginner's Guide

Everything a brand-new player needs (the tiles, the card, the Charleston, jokers, and scoring), explained the way I teach it at my tables in Milwaukee.

By Julie Littman13 min read

American mahjong is a four-player game where you draw and discard tiles, one at a time, trying to be the first to match your 14 tiles to one of the hands printed on the National Mah Jongg League's annual card. That's the whole game in one sentence: get your tiles to match a picture on the card before anyone else does. Everything else (the Charleston, the jokers, the calling, the wonderful clatter of tiles) is just the "how."

I've taught this game to hundreds of people around Milwaukee, from total beginners at kitchen tables to office groups on their lunch break, and I promise you: if you can play rummy, you can play mahjong. Honestly, even if you can't play rummy. Let's walk through it the way I do in my lessons, start to finish.

Quick answers first

  • How many tiles? 152 in an American set.
  • How many players? 4. (There are three-player workarounds, but the game is built for four.)
  • How long does a game take? About 15-30 minutes per hand once everyone knows what they're doing. A typical social session runs a few hands over a couple of hours, with plenty of snacking and chatting built in.
  • What do I need to buy? To learn, nothing. A set and the current League card come later, and if you learn with me, I bring everything.
  • Is it hard? The rules take one afternoon. Getting comfortable takes a few weeks of playing. Getting hooked takes about ten minutes.

Where this game comes from

Mahjong originated in China in the 1800s, and the beautiful tiles (the bamboos, the dots, the characters, the dragons and winds) carry that heritage in every set. The game came to the United States in the 1920s and set off a genuine craze. In 1937, a group of players founded the National Mah Jongg League in New York, standardized the American version of the rules, and began publishing an annual card of winning hands. That card, updated every year, is what makes American mahjong its own distinct game: a cousin of Chinese mahjong, not a copy. I think it's worth knowing and honoring that lineage; we're playing a variation on a game with real history behind it.

Meet the tiles

An American set has 152 tiles. Here's the full census:

  • 108 suit tiles. Three suits, dots, bams (bamboos), and craks (characters), each numbered 1 through 9, with four copies of each tile. That's 36 tiles per suit.
  • 16 winds. North, East, West, and South, four of each.
  • 12 dragons. Red, green, and white, four of each.
  • 8 flowers. Pretty, and in American play they're all interchangeable. A flower is a flower.
  • 8 jokers. The wild cards of the game, with their own strict rules we'll get to.

One detail that trips up every beginner (so let's get it out of the way now): each dragon "belongs" to a suit. The red dragon goes with craks, the green dragon goes with bams, and the white dragon goes with dots. The white dragon is usually a mostly blank tile with a frame around it, so players call it the "soap" because, well, it looks like a bar of soap. The soap has a second job, too: it can stand in as a ZERO in the year hands on the card. Yes, really. It's one of my favorite little quirks of the game.

The card: your treasure map

The National Mah Jongg League releases a new card every spring, usually in late March or April. It costs around 14 or 15 dollars, the proceeds go to charity, and it lists roughly 70 winning hands organized into about nine categories: things like Consecutive Run, 2468, 13579, Winds-Dragons, and the famously tricky Singles and Pairs. Each hand shows a pattern of tiles and a point value from 25 to 75.

The single most important thing to understand about the card (the thing I repeat in every lesson until people can say it back to me) is this: the colors on the card show suit relationships, not specific suits. If a hand is printed in one color, all those tiles come from one suit, any suit you like. Two colors means two different suits. Three colors means all three. The card being printed in blue does not mean dots. As of the 2026 card, this is still the number-one beginner misreading I see, and I wrote a whole companion piece on it: How to Read the NMJL Card.

You'll also see letters next to each hand's value: X means the hand is exposed (you're allowed to call discarded tiles to complete it) and C means concealed, meaning you must build it entirely from your own draws.

Setting up: walls and the deal

Everyone sits around a table (a card table is perfect) and all 152 tiles go face down in the middle for a good shuffle. This is affectionately called "washing the tiles," and it sounds like a rainstorm. Each player then builds a wall in front of them: 19 tiles long and 2 tiles high. Push the four walls together into a square and it looks like a little fortress. There's something ceremonial about it that I love.

One player is East (in casual play, just pick someone; the role rotates). East deals by breaking the wall and distributing tiles until East has 14 tiles and everyone else has 13. East's extra tile matters: East will make the very first discard of the game.

Now everyone racks their tiles, takes a look at what they've got, and pulls out their card. Time for the Charleston.

The Charleston: the great tile swap

Before any actual play begins, American mahjong has a passing ritual called the Charleston, named, delightfully, after the 1920s dance. It's a structured series of exchanges where each player passes three unwanted tiles to a neighbor and receives three in return. It's how you steer your random deal toward an actual hand on the card.

The short version: the first Charleston is mandatory: you pass three tiles right, then across, then left. A second, optional Charleston (left, across, right) happens only if all four players agree; any single player may decline it. There are special "blind pass" rules on certain passes, and an optional courtesy pass across at the end. And one iron rule: jokers may never, ever be passed.

In my lessons, the Charleston is where everyone's eyes glaze over the first time, and where it clicks by week two. It becomes most people's favorite part of the game, I swear. I've written a full step-by-step guide: The Charleston, Explained.

How a turn works

Once the Charleston ends, East starts the game by discarding a tile, naming it out loud: "six bam," "north," "soap." Naming discards aloud is a real rule, not just politeness: everyone deserves to hear what's leaving the game. Play then moves counterclockwise around the table.

On your turn, you either:

  1. Draw the next tile from the wall, then discard one tile face up, naming it; or
  2. Call the tile another player just discarded (more on this in a second), expose the completed group on top of your rack, then discard.

That's it. Draw or call, then discard. The rhythm becomes automatic fast.

Calling discards

Under National Mah Jongg League rules, you may call a discarded tile only to complete an exposure, meaning a pung (three of a kind), kong (four of a kind), or quint (five, using jokers), and only if your hand is one marked X on the card. When you call, you take the tile, place the completed group face up on top of your rack for all to see, and then discard.

Two big exceptions and clarifications:

  • You may never call a discard just to complete a pair or a single... unless that tile completes your entire mahjong. The winning tile can always be called, for anything.
  • If two players want the same discard, a call for mahjong beats a call for an exposure.
  • A discard doesn't stay available forever: it's callable only until the next player draws and racks their tile. After that, it's gone into the sea of discards for good.

A word of teacherly caution: every exposure shows the table which hand you're probably playing, and it locks you in. Beginners tend to call too much. When in doubt, draw.

Picking a hand to chase

Here's the question every beginner asks around their third turn: "How do I know which hand I'm going for?" The honest answer is that you audition several and commit late. After the Charleston, sort your tiles and look for your biggest clumps. A cluster of consecutive numbers in one suit points at Consecutive Run; a pile of evens says 2468; a bouquet of winds and dragons says Winds-Dragons. Pick the two or three hands on the card you're closest to, and let your draws vote. Somewhere in the middle of the hand, one option will pull ahead, and that's when you narrow to it.

Two habits will serve you from day one. First, count how many tiles away you are from each candidate hand ("I need four more tiles for this one, six for that one") and favor the shorter road, especially if you already hold its pairs (remember, jokers can't fill pairs, so pairs-in-hand are gold). Second, watch the discards. If the 6 dots you need keep hitting the table while you dither, the game is telling you something. Every experienced player you'll ever meet is just someone who learned to listen to the discards a little sooner.

Jokers: powerful, with fine print

The 8 jokers are what make American mahjong feel so different from other versions. A joker can stand in for any tile, but only inside a pung, kong, quint, or sextet. Jokers can never be used in a pair or as a single tile. That's exactly why the Singles and Pairs hands are worth the most points on the card: you have to earn every tile naturally.

There's also a wonderful mechanic called the joker exchange. On your turn, after you've drawn and racked (or called and exposed), if you hold the natural tile that a joker is standing in for in anyone's exposure (including your own), you may swap your real tile for that joker. Suddenly a wild card lands in your hand. Watching a student pull off their first joker swap is one of my favorite moments at the table.

Two more joker laws: a discarded joker is dead (nobody may call it), and jokers never travel in the Charleston. For all the fine print with examples, see my joker rules guide.

Winning and scoring, briefly

You win (you "mahjong") when your 14 tiles exactly match a hand on the current card. Declare it, show your hand, and bask.

Payment is simple once you see the pattern. Every hand on the card has a value, 25 to 75 (in social play, that's often cents). Under National Mah Jongg League rules:

  • Win on a discard: the player who threw your winning tile pays double the hand's value; the other two pay face value.
  • Self-pick (you drew the winning tile yourself from the wall): everyone pays double.
  • Jokerless bonus: if you win without any jokers, in a hand where jokers were allowed, every payment doubles again.

If the walls run out before anyone wins, that's a wall game: no winner, no payments, shuffle and redeal. It happens more often than you'd think, and it's nobody's fault. I break all of this down with real dollar examples in my scoring guide.

A quick word on dead hands

A hand can be declared "dead" (out of the running for that round) for things like making an exposure that fits no hand on the card, holding the wrong number of tiles, or exposing when your hand is concealed-only. Any player may challenge a hand as dead, but be careful: a wrong challenge costs the challenger a penalty. A dead player stops playing but still pays the winner. Don't worry about memorizing this now; in friendly games, we mostly just fix mistakes and keep going.

Table manners (the short course)

Mahjong is a social game with a real culture around the table, and a few habits will make you welcome anywhere:

  • Name your discards clearly, once.
  • Keep the pace friendly. It's fine to think, but rack your tile so the game can move.
  • Don't comment on live discards ("ooh, someone wants that!"). It's charming exactly zero times.
  • Racked means racked: once a tile is on your rack, it's yours.
  • Win graciously, lose cheerfully, and always compliment the snacks.

Two more customs worth knowing before your first real game. Discards go face up in the middle of the table, unstacked, where everyone can see them. The "sea" of discards is public information and reading it is half the game. And when someone declares mahjong, the polite move is to look at their hand, find it on your card, and say something admiring; the hand stays displayed long enough for everyone to appreciate it (and, yes, to verify it; trust, but check the card).

How to actually get started

Here's my honest advice, as someone who has watched a lot of people learn this game.

Self-study works if you have patient friends. You'll need a current NMJL card, a set (or a free app to practice tile recognition), and a group willing to play slow, open-handed games where everyone talks through their decisions. Expect the card to feel like hieroglyphics for the first week. That's normal. My articles on the card and the Charleston exist precisely for those first confusing weeks.

Lessons compress the whole thing. The reason I teach is that the game has about four genuinely confusing ideas (the card's colors, the Charleston, joker rules, and calling), and each one takes five minutes to untangle with someone who's explained it a thousand times, versus an evening of squinting at the rulebook. In my group lessons, you're playing real hands with tiles in your hands from day one. I bring the sets, the cards, the racks, everything. You bring yourself. I learned this game at my grandmother's table, and passing it along the same way, in person, over tiles, with laughter, is the whole point for me.

Either way: just play. Mahjong is not learned from reading (says the woman who just wrote you 2,500 words). It's learned by washing the tiles, fumbling your first Charleston, calling a pung you probably shouldn't have, and coming back next week anyway. Every player at every table in Milwaukee was new once.

If you're in the Milwaukee area and want to skip the confusing part, get in touch. I'd love to teach you. And if a term in this guide made you go "wait, what?", my glossary has you covered.

Now go build a wall. It's more fun than it has any right to be.

Faster with a teacher at the table

Reading gets you started. Playing gets you hooked. I teach beginner-friendly American Mah Jongg lessons across Milwaukee, and I bring everything you need.

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