American Mahjong Rules
American mahjong is a game of skill and luck that differs from Asian versions through its unique use of racks, jokers, annual score cards, and distinct gameplay mechanics. The goal is to be the first player to complete a hand that exactly matches one from the official score card.
Equipment
- 152 tiles from a 166-tile set, with 14 spares
- 2 dice for determining dealer and breaking the wall (not used for online play)
- 4 score cards published annually by the National Mah Jongg League
- 4 racks for holding tiles
The Tiles
Suits (108 tiles)
Dots: Numbers 1-9, four of each (36 tiles)

Characters/Craks: Numbers 1-9, four of each (36 tiles)

Bamboos/Bams: Numbers 1-9, four of each (36 tiles)

The 1 bamboo tile features a bird perched on bamboo rather than a single bamboo stalk. The design varies between different mahjong sets - here it resembles an owl.
Honors (28 tiles)
Winds: East, South, West, North - four of each (16 tiles)

Dragons: Red, Green, White ("Soap") - four of each (12 tiles)

Red Dragon is a Crak tile, Green Dragon is a Bam tile, and White Dragon is a Dot tile, with the white dragon "soap" also serving as zero in year hands.
Flowers and Seasons (8 tiles)
One of each: 4 flowers, 4 seasons.

Flowers are used interchangeably with each other in any hand requiring flower tiles. The numbers on flower tiles don't mean anything for gameplay purposes. Be sure you can tell the difference between the 1 bamboo tile (which features a bird) and flower tiles to avoid confusion.
Jokers (8 tiles)
- Wild tiles that can substitute for any tile except in pairs or single tiles

Setup and Dealing
- All 152 tiles are shuffled face down
- Each player builds a wall of 38 tiles (two rows of 19 tiles each)
- Highest dice roll becomes East (dealer)
- East breaks the wall based on dice roll and dealing begins
- Each player receives 13 tiles, East gets 14 to start
The actual dealing process is a bit more complicated, but since it's handled automatically by mobile and online apps, it's not covered in detail here.
Score Card and Hand Selection
The score card contains hands organized by categories:
- YEAR: Patterns using year numbers (like 2025)
- 2468: Even-numbered tiles only
- Consecutive Runs: Sequential numbers
- 13579: Odd-numbered tiles only
- Quints: Hands with five identical tiles
- Winds-Dragons: Wind and dragon combinations
- 369: Using 3s, 6s, and 9s
- Singles and Pairs: Mixed single tiles and pairs
Reading the Score Card
- Numbers 1-9: Correspond to tile numbers
- N, S, E, W: Wind tiles (North, South, East, West)
- D: Any dragon
- R, G, 0: Red dragon, Green dragon, White dragon (Soap)
- F: Any flower tile
- Colors: Red, blue, green indicate different suits must be used
- X: Exposed hand (can call discards)
- C: Concealed hand (must draw all tiles from wall, except for the last)
Score Card Notations
The score card uses various text notations to indicate specific requirements. The card notations are usually redundant with the pattern shown, but read them carefully to look for exceptions to the expected rule.
Suit Requirements:
- Any 1 suit - Use tiles from only one suit (all dots, all bams, or all craks)
- Any 2 suits - Use tiles from exactly two different suits (the pattern matches the color pattern on the card)
- Any 3 suits - Use tiles from all three suits (dots, bams, craks)
Dragon Specifications:
- Matching Dragons - Dragons match the suit used: Red Dragon with craks, Green Dragon with bams, and White Dragon (soap) with dots
- Opposite Dragons - Use dragons that are opposite of the numbered suit tiles used
- Any Dragon - Any dragon suit allowed
Wind Requirements:
- Any Wind - Use any wind tile(s) as specified in the notation, not necessarily what's shown in the pattern. The Winds and Dragons category usually specifies exactly what tiles to use. However, the Quints section often contains hands that specify "Any Wind" in the notation even though a specific wind (like N) is shown in the pattern on the card.
Number Patterns:
- Any Run/Consecutive - Use consecutive numbers in any suit (like 4-5-6 or 7-8-9)
- Like Numbers - Use the same number across different suits
- These Numbers Only - Use only the specific numbers shown in the hand pattern
Melds
In American mahjong, melds are groups of tiles that form the building blocks of winning hands. Understanding melds is essential for reading the score card and building your hands successfully.
Types of Melds
Singles
Individual tiles that don't match with others in their grouping. Singles appear throughout the score card in patterns like NEWS (North, East, West, South) or year hands like 2025.
Important: Jokers cannot be used for single tiles.
Pair
Two identical tiles. Every winning hand except Singles and Pairs category hands requires exactly one pair.
Important: Jokers cannot be used in pairs.
Pung
Three identical tiles, such as three 5 dots or three red dragons. Pungs can be:
- Concealed: Kept hidden in your rack until mahjong
- Exposed: Formed by calling a discard, then displayed on your rack
Kong
Four identical tiles. Since there are only four of each tile in the set, kongs represent powerful combinations. Kongs can be:
- Concealed: All four tiles drawn from the wall
- Exposed: Formed by calling a discard for the fourth tile
Quint
Five identical tiles, only possible by using jokers since there are only four of each actual tile. Quints always require at least one joker and appear primarily in the Quints section of the score card.
Sextet
Six identical tiles, requiring multiple jokers. Sextets are rare and appear in specific high-scoring hands.
Calling Rules for Melds
You may call the most recent discard only to complete:
- A pung (3 identical tiles)
- A kong (4 identical tiles)
- A quint (5 identical tiles)
- A sextet (6 identical tiles)
- Mahjong (your winning hand)
You cannot call discards for:
- Single tiles (except for mahjong)
- Pairs (except for mahjong)
Exposed vs. Concealed Hands
- Exposed hands (marked with X on score card): May call discards to form melds
- Concealed hands (marked with C on score card): Must draw all tiles from wall, except the final winning tile
When you call a discard to form an exposed meld, place those tiles face up on the slanted front of your rack so all players can see them.
Joker Restrictions
Jokers can never be used for:
- Single tiles
- Pairs
- Any tiles in Singles and Pairs category hands
Jokers can be used in pungs, kongs, quints, and sextets of three or more identical tiles.
Strategic Considerations
- Exposed melds reveal information about your hand to opponents
- Concealed hands offer more flexibility but limit your tile acquisition options
- Consider the trade-off between speed (calling tiles) and secrecy (keeping concealed)
- Count available tiles - if three of your needed tile are already visible, adjust your strategy
Understanding melds helps you read the score card patterns and make informed decisions about which hands to pursue and when to call discards versus draw from the wall.
The Charleston
A unique tile exchange ritual before gameplay begins:
First Charleston
- Pass 3 unwanted tiles to the player on your right
- Pass 3 unwanted tiles to the player across from you
- Pass 3 unwanted tiles to the player on your left ("first left")
- May "blind pass" received tiles without looking
Optional Second Charleston (if all agree)
- Pass 3 tiles to your left
- Pass 3 tiles across
- Pass 3 tiles to your right ("last right")
- May blind pass again
Courtesy Pass (optional)
- After second Charleston, exchange up to 3 tiles with player across from you
Important: No jokers may be passed during Charleston or courtesy pass.
Gameplay
Turn Sequence
- East starts by discarding one tile (has 14 tiles)
- Next player draws a tile from the wall
- Player decides to keep the drawn tile or discard it
- Announce and discard a tile face up to center
- Continue clockwise unless interrupted by a call
Calling Tiles
Players may call the most recent discard if it completes:
- A pung, kong, quint, or sextet for an exposed hand
- A mahjong (winning hand)
Calling Rules:
- Only the most recent discard can be called
- Cannot call for single tiles or pairs (unless for mahjong)
- Called combinations must be exposed on your rack
- Multiple callers: mahjong takes priority, then nearest in turn order
Joker Exchange
If another player has an exposed joker and you have the actual tile it represents:
- On your turn, exchange the real tile for the joker
- You may use the joker in your hand without exposing it
- Maintain proper tile count by discarding
Play continues with the player after the caller, so some players might be skipped.
Winning the Game
Mahjong Declaration
Win by completing a hand exactly matching the score card pattern. Declare "Mahjong!" when you have 14 tiles forming a valid hand.
Game Ends When
- Someone declares mahjong (winner takes all)
- All tiles are drawn from the wall (draw game, no payout)
Strategy Tips
- Study the score card to identify multiple possible hands
- Pay attention to other players' discards and exposed tiles
- Use the Charleston to improve your starting hand
- Consider switching hands based on tiles received
- Remember that concealed hands require all tiles from the wall (except winning tile)
- Play lots of practice games online or with apps to make live games more enjoyable and build your skills
The game combines elements of strategy, memory, and calculated risk-taking, making each round a unique challenge! The new card released annually by the NMJL keeps the game fresh and challenging.