01
Three numbered suits
Craks, Dots, and Bams each run from one through nine. Most of your rack will come from these.
Your first seat at the table
See how one complete hand unfolds—from the deal and the Charleston to the moment someone calls “Mah Jongg.”
The essentials in about five minutes. Open the details whenever you want a closer look.
The goal
American Mah Jongg is a rummy-like tile game for four players. You’ll use the current year’s card as your menu of possible winning hands.
Before the first hand
Learn the tile families and the table will start making sense.
01
Craks, Dots, and Bams each run from one through nine. Most of your rack will come from these.
02
Four winds and three dragons show up across the card. “Soap” is the white dragon—and can also act as a zero.
03
Flowers are interchangeable. Jokers can substitute in many groups, but not in singles or pairs—and Jokers are never passed.
Your most important tool
The National Mah Jongg League publishes a new card of winning hands each year. Everyone refers to it while playing, including experienced players.
Keep the card beside you. Referring to it is part of the game.
One hand, start to finish
Follow one hand from setup to finish. Select any step to jump straight to its explanation.
Step one
Think of the walls as the game’s shuffled deck and draw pile. The group mixes all 152 tiles face-down, then builds them into four walls before anyone sees a tile.
The deal at a glance
East is the dealer. The other seats follow as South, West, and North.
This walkthrough follows NMJL-style setup. Home-table customs can differ, especially when choosing the first East.
In NMJL-style play away from home, each player rolls both dice. The highest total becomes East—the dealer and starting player—and tied players roll again.
Turn all 152 tiles face-down and mix them in the center. Without looking, each player takes 38 tiles and makes one equal-length wall along their rack.
After the walls are built, East makes a new dice roll. In this example, the total is 7.
Start at the right end of East’s wall and count seven two-tile stacks to the left.
Count from the right end
After counting stack 7, make a gap immediately to its left. The first stack on the left side of that gap is where players begin taking tiles.
After making the gap, East angles the end players will use toward the center so everyone can reach it. Some players call this serving the wall.
East takes the first two stacks immediately left of the gap—four tiles. Then South, West, and North each take the next two stacks—four tiles apiece. Keep moving left along the walls for three rounds, until everyone has 12 tiles.
Stack 1Stack 2Stack 3
For the final picks, look at the next three stacks from the open end. East takes the top tile of stack 1 and the top tile of stack 3—the first and third positions across the top row. South takes the bottom of stack 1, West takes the top of stack 2, and North takes the bottom of stack 2.
East now has 14 tiles; South, West, and North each have 13. The bottom tile of stack 3 stays in the wall for play.What happens to the walls? They stay in place as the draw pile. Once the Charleston ends, players draw from the open end of the wall one tile at a time.
Step two
Place your tiles in the sloped part of your rack, faces toward you. Group similar tiles and compare one or two possible hands before the Charleston begins.
At a new table: follow East’s lead, take only your own tiles, and ask if you are unsure where to take them from.
Step three
Before anyone draws, players pass three unwanted tiles at a time. The first three passes go right, over, then left. “Over” means across the table.
Never pass a Joker. Keep every Joker in your rack during both Charlestons and the courtesy pass.
Everyone passes exactly three tiles face-down: right, over, left.
It happens only if everyone agrees. The three passes reverse: left, over, right.
Each pair of opposite players may exchange 0, 1, 2, or 3 tiles. It is still offered when the second Charleston is skipped.
Start with isolated tiles that appear in few of the hands you’re considering. Avoid breaking useful pairs too early, and never pass a Joker.
Ask. Every beginner does, and most hosts will announce each pass: right, over, then left.
You negotiate only with the player opposite you. Each of you may offer up to three tiles; the smaller number controls the exchange. For example, if you want to pass three but the opposite player wants to pass one, you each pass one. If either player wants zero, that pair does not exchange tiles. The other opposite pair decides separately.
Only on the first Charleston’s left pass and the second Charleston’s final right pass. You may pass along one, two, or all three incoming tiles without looking at them, adding your own tiles as needed to make three. A Joker may never be included.
Steps four and five
East makes the first discard. After that, nearly every turn follows the same simple beat.
Take one tile from the wall. You now have 14 tiles in total, counting any exposed groups.
Compare your rack with the hands you’re watching on the card.
Name one tile clearly and place it face-up in the center.
One interruption to expect
Why? A tile someone throws away may be exactly what another player needs to complete a group in the hand they’re building.
They say “Call,” “Wait,” or “Hold.” The claim window normally closes when the next player racks or discards the drawn tile, declares Mah Jongg, or starts a Joker exchange.
The card line must allow exposures (marked X). They place the claimed tile with its matching tiles on top of the rack, then discard one tile. They do not also draw from the wall.
The next turn goes to the player on the caller’s right. Anyone who was skipped simply waits for their next turn.
Usually: you call only to complete a group of three or more identical tiles in an exposed hand. A discard may complete a single or pair only when it gives you Mah Jongg.
If two players call: a Mah Jongg claim outranks an ordinary exposure. For equal claims, standard rules give priority to the player next in turn—unless another caller has already begun exposing tiles before the competing call.
The tradeoff: calling can move your hand forward, but the group stays visible and generally cannot return to your concealed rack.
Jokers are different: after starting your turn by drawing and racking a tile, or by calling and exposing a discard, you may trade an exact matching natural tile for a Joker already visible in an exposure. A discarded Joker is dead and cannot be called.
Step six
Here’s a fictional learning example. The line asks for 14 tiles, and the finished rack supplies every one of them.
Pair of Flowers
Kong of 2 Dots
Kong of 3 Bams
Kong of 4 Craks
Every position is filled. Each group is paired with its matching notation. A Kong is four identical tiles. Here, the numbered groups use three different suits.
Play stops, you show the table your completed hand, and the hand is over.
What if nobody wins? If the final wall tile and its discard produce no Mah Jongg, the hand ends as a wall game with no winner. Mix the tiles, rotate East according to the table’s rules, and build new walls for the next hand.