How to Play American Mahjong: A Beginner’s Tile Guide
How to Play American Mahjong: A Beginner’s Tile Guide
Learn basic American Mahjong, including the tiles, NSEW winds, Charleston, jokers, and winning hands—and why a 166-tile set uses only 152 tiles.

American Mahjong can look intimidating when you first open the case. There are numbered tiles, flowers, dragons, jokers, and those mysterious letters: N, S, E, and W. Add a card covered in colorful combinations, and it may feel as though everyone else received a secret decoder ring.

Fortunately, the basic idea is straightforward: collect tiles that match a winning pattern while drawing, discarding, and watching what the other players do.

Here is how to get started with the familiar four-player American version played using National Mah Jongg League rules.

Why Does a 166-Tile Set Use Only 152 Tiles?

Although your set contains 166 tiles, standard American Mahjong uses 152 tiles during play. The remaining tiles are extras or replacements.

The tiles you need are:

Tile type Description Number used
Dots Numbers 1–9, four of each 36
Bams Bamboo tiles numbered 1–9, four of each 36
Craks Character tiles numbered 1–9, four of each 36
Winds North, South, East, and West, four of each 16
Dragons Red, green, and white, four of each 12
Flowers Flower and season designs used as flowers 8
Jokers Wild tiles with specific restrictions 8
Total   152

A common 166-tile package includes 16 flower/season tiles, 10 jokers, and four spare blanks. With that configuration, set aside eight flower/season tiles, two jokers, and the four spare blanks. Contents can vary, so count your tiles rather than assuming every package is identical.

Identification tip: The 1 Bam often features a bird instead of a single bamboo stalk. It still belongs to the bamboo suit.

What Do N, S, E, and W Mean?

These letters identify the four wind tiles:

  • N: North

  • S: South

  • E: East

  • W: West

Each wind has four matching copies. They are used when a winning pattern on the card calls for them.

The term East also identifies the dealer. Being East does not mean you must collect East tiles, and you do not automatically need the wind associated with your seat. Your target hand determines which tiles you need.

The Goal: Match a Hand on the Card

The defining feature of American Mahjong is its hands and rules card. The National Mah Jongg League publishes a new card annually, listing the combinations that qualify as winning hands.

Everyone at the table should use the same year’s card. To win, you must assemble 14 tiles that exactly match one permitted pattern, including its instructions about numbers, suits, flowers, winds, and dragons. A collection of attractive matching groups is not enough by itself.

A few terms make the card easier to understand:

Term Meaning
Single One tile
Pair Two identical tiles
Pung Three identical tiles
Kong Four identical tiles
Quint Five identical tiles, requiring jokers
Sextet Six identical tiles, requiring jokers

The card’s colors generally indicate relationships between suits, rather than requiring tiles whose artwork matches the printed color. For numbered groups, the same color indicates the same suit; different colors indicate different suits, subject to the line’s instructions.

An X marks a hand that permits exposures. A C marks a concealed hand, which cannot have groups exposed during play.

You may also see F for flowers, D for dragons, and 0 for the white dragon, nicknamed “soap,” when used as zero. Dragon associations are red with craks, green with bams, and white with dots; follow the card’s directions for matching dragons.

Set Up the Table

You need four players, the 152 playing tiles, four racks, two dice, and a card for each player.

Mix the tiles facedown. Each player builds a wall 19 stacks long and two tiles high, using 38 tiles. Arrange the four walls into a square.

Choose the dealer, called East. East rolls two dice and counts that many stacks from the right end of East’s wall to establish the break. Begin taking tiles immediately beyond that break.

Deal counterclockwise in batches of four until each player has 12 tiles. Complete the deal so East has 14 tiles and everyone else has 13. Keep your tiles concealed on your rack.

Start With the Charleston

Before ordinary turns begin, players exchange unwanted tiles in a passing sequence called the Charleston.

The first three passes are required:

  1. Pass three tiles facedown to the right.
  2. Pass three tiles facedown across the table.
  3. Pass three tiles facedown to the left.

Look at the tiles you receive between passes and reconsider which hand you might build.

If everyone agrees, complete a second Charleston in reverse order: left, across, right. Any player may stop the second Charleston before it begins.

On the final pass of either Charleston, you may pass along up to three incoming tiles without looking at them. This is a blind pass and helps you avoid giving up tiles you want to keep.

Afterward, opposite players may agree to a courtesy exchange of up to three tiles. If they want different amounts, use the smaller number.

Never pass jokers during the Charleston or courtesy exchange.

Take Turns Drawing and Discarding

East begins by discarding one tile faceup into the center and announcing its name, such as “five dot” or “North.”

Play proceeds counterclockwise. On a normal turn:

  1. Draw the next tile from the wall.
  2. Consider whether it helps your target hand.
  3. Discard one tile faceup and announce it.

You normally have 13 tiles between turns and 14 after drawing. Your exposed groups count toward that total.

Keep comparing your tiles with the card. Early in the game, you may have several possibilities. As play continues, narrow your choices.

When Can You Take Someone’s Discard?

You cannot pick up a discard simply because it might be useful later.

For an exposed hand, you may call the latest discard when it immediately completes a permitted group of three or more identical tiles, including any allowed jokers. Announce your call, place the completed group faceup on your rack, and discard one tile. You do not also draw from the wall.

For example, if you hold two 7 Dots and someone discards another, you may call it to expose a pung of 7 Dots—provided that group fits your intended hand.

You generally cannot call a discard for a single or pair. The exception is when that tile completes your entire winning hand. A concealed hand also permits calling a discard only for the winning tile.

How Do Jokers Work?

Jokers can replace tiles in matching groups of three or more. They cannot replace a single tile or either tile in a pair.

For instance, two North tiles and a joker can form a pung of Norths. One North and a joker cannot form a valid pair.

During your turn, after drawing or legally calling a discard, you may exchange the matching natural tile for a joker in an exposed group—including your own. If an exposed pung contains two 5 Bams and a joker, you can replace that joker with a real 5 Bam and take the joker into your hand.

A discarded joker cannot be called.

Declare Mahjong and Check the Hand

When your 14 tiles exactly satisfy a hand on the card, announce “Mahjong!” Reveal your tiles so everyone can verify the pattern and its restrictions.

You can win by drawing your final tile or legally claiming another player’s discard. If the wall runs out without a winner, the hand ends as a wall game.

Each winning pattern has a value printed on the card. Beginners can record those values as points while learning; groups playing for money should agree on stakes and payment rules beforehand.

Make Your First Games Comfortable

For your first few games, play slowly and discuss decisions openly. Keep the tile reference nearby, announce discards clearly, and check the card’s small-print instructions before committing to a hand.

The rhythm soon becomes familiar: draw, consider, discard—and occasionally watch someone take the very tile you were certain nobody wanted.

That is when the tiles start telling a story, and the game gets interesting.

Tutorial

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