To play American mah jongg, four players build walls from 152 tiles, take 13 tiles each (14 for East), and pass tiles in the Charleston. Then you take turns drawing and discarding, and you try to match one hand on that year’s card. The first player to complete a hand says “Mah Jongg” and wins. It takes a few games to feel natural, so expect some confusion early on.
What you need
- A 152-tile set, with jokers. Our set guide explains what to look for.
- Four racks, which hold your tiles and your wall.
- Two dice.
- One current card per player. You buy it from the National Mah Jongg League.
Practice on this site uses original hands, and does not replace the card. New players often like to arrive with their card and a copy of our quick reference sheet.
Step 1: Build the walls
Turn all the tiles face down, and mix them. Then each player builds a wall 19 tiles long and 2 tiles high, for 38 tiles. Push each wall to the front of your rack, so that all four form a square.
Step 2: Choose East and deal
Everyone rolls. The highest roll is East, the dealer. East rolls again and counts that many stacks along their own wall, then breaks it there.
Starting with East, players take two stacks (four tiles) at a time, moving counterclockwise, until everyone has 12 tiles. East then takes two more tiles, and the others take one. So East has 14, and each other player has 13.
Stand your tiles on your rack so that only you can see them.
Step 3: Look for a hand
This is where you scan the card. You do not need to commit yet. Sort your tiles by suit, then look for groups: matching tiles, flowers, jokers, and any number patterns you hold. Find two or three hands on the card that use what you have.
Step 4: Do the Charleston
The Charleston is how you trade away tiles you do not want. Each player chooses three tiles, sets them face down, and passes them.
- Pass three tiles to your right.
- Pass three tiles across.
- Pass three tiles to your left.
That is the first Charleston, and it is required. Then, if all four players agree, you can do a second one in the opposite order: left, across, right. After that, the two players across from each other may trade up to three tiles, if both agree. That is the courtesy pass.
You may never pass a joker. Read more about the Charleston, or try it in the trainer.
Step 5: Play
East discards first and says the tile’s name out loud. Now each turn works like this:
- Draw a tile from the wall.
- Rack it, or discard it.
- Say the name of your discard as you place it face up in the center.
Play moves counterclockwise. You hold 13 tiles between turns.
Step 6: Call a discard, if it helps
If someone discards a tile that would complete a set you need, you may call it. You take the tile and place the finished set face up on top of your rack. That is called an exposure. Then you discard, and play continues from your right.
You can call a discard to complete a pung, kong, or larger set. You cannot call a discard for a pair or a single tile, unless that tile finishes your whole hand. Once you expose a set, you have committed: your hand must fit that exposure. Our calling guide explains the details.
Step 7: Use jokers
A joker can stand in for any tile in a set of three or more. It cannot fill a pair or a single tile.
If another player has exposed a joker and you hold the tile it stands for, you can swap for that joker on your turn. Learn how jokers work.
Step 8: Win or finish the wall
When your 14 tiles match a hand on the card exactly, you say “Mah Jongg” and show your hand. Others check that it is right. The card gives each hand a value, and your group settles the score however it chooses. Many groups simply keep a points tally.
If the wall runs out first, nobody wins. That is a wall game, and it is common. Pass the dice to the right, and start again. East moves on after each hand.
What a practice hand looks like
This hand is an original example from this site. It is not from any League card.
Build this kind of hand in the Hand Builder. On a real card, hands are specific about which numbers, suits, and winds you can use.
Common beginner mistakes
- Wrong tile count. Keep 13 between turns. If you hold the wrong number, your hand may be dead.
- Calling too early. Each exposure shows your hand, and locks in your plan. It often pays to wait.
- Passing a pair too soon. Pairs often become pungs. Try to pass your lone tiles first.
- Forgetting to name your discard. Say it clearly, because others may need it.