American Mahjong Rules: The Complete Rulebook

Every rule of American mahjong in reading order — from building the wall to settling the last point. This is the page to keep open next to the card on game night.

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The tile set

American mahjong uses 152 tiles: 36 dots, 36 bams and 36 craks (four of each of the nine ranks in three suits), 16 winds (four East, South, West, North), 12 dragons (four each of Red, Green and White), 4 flowers, 4 seasons and 8 jokers. The full anatomy, with pictures of every group, is in anatomy of a set.

Setup, seats and the deal

The Charleston — the required exchange

Before play begins, tiles move around the table in a fixed choreography. It exists so every hand starts with choice instead of accident.

  1. First pass — to the left. Pass three tiles you do not want.
  2. Second pass — across. Pass three tiles to the player opposite.
  3. Third pass — to the right. On this final pass you may make a blind pass: push one, two or all three of the tiles you just received onward without looking at them.
  4. Second Charleston (optional). Only if all four players agree, the same three passes run in reverse: right, across, left. A blind pass is again allowed on the last pass.
  5. Courtesy pass. Finally, the two players across from each other may agree to exchange any number of tiles from zero to three. Either player may decline entirely.
diagram: charleston-flow

Jokers never travel. A joker may not be passed in any Charleston pass, blind pass or courtesy pass. Pass it and you have made an error — see the error table below.

The turn

Play proceeds counterclockwise (to the right around the table). Each turn is:

There are no sequences (chows) in American mahjong — only pairs and equal groups. That single fact is why the card’s hands are built from pairs, pungs, kongs, quints and sextets, and why almost any discard can be dangerous.

Calling discards

Jokers

Errors and dead hands

SituationStandard ruling
Wrong tile exposure called by accidentCorrect it before your discard; after the discard the exposure stands if it can still be part of a legal hand.
Hand declared but does not match the cardDead hand — you stop playing and pay the winner as if someone else had won, if the hand reaches a conclusion.
Joker in a pair discovered mid-handThe hand is dead once discovered. Check exposures before you pass your discard.
Discarding out of turnThe discard returns if noticed immediately; otherwise play continues and the tile stands as discarded.
Short wall / wrong count found during playFix the wall if unnoticed play was minimal; otherwise the hand is replayed without score.

Ending a hand

A hand ends when someone declares mahjong (verified against the card) or when the wall runs out of draw-able tiles, which is a draw — no score. The winner collects the hand’s value in points from the other players: a self-drawn win is paid at double by all three; a win off a discard is paid at full value by two players and double by the discarder. Work any hand through the scoring calculator to see the split.

Frequently asked questions

How many tiles does each player start with?

East starts with 14 and the other three players with 13. East discards first to start the game; after that every turn is draw-then-discard.

Can you use a joker as a pair?

No. Jokers substitute only inside groups of three or more — pungs, kongs, quints, sextets. A joker sitting in a pair makes the whole hand dead when discovered.

What is a blind pass in the Charleston?

On the final pass of each Charleston you may push forward tiles you just received without looking at them — one, two or all three. It is a defense against giving the player on your right exactly what they need.

Do you have to do the second Charleston?

No. The second Charleston runs only when all four players agree. Any single player can skip it by declining, and the courtesy pass still happens.

What happens if the wall runs out?

The hand is a draw: no winner, no points, and the deal moves to the next player. Experienced tables treat a drawn hand as a nudge to call tiles more aggressively.

Is claiming a tile for mahjong different from claiming for a set?

The claim is louder but mechanically similar — the difference is priority. A mahjong call beats a pung/kong call on the same tile, and it ends the hand immediately.