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Beginner guide

How to Play American Mahjong: A Beginner's Guide

Never played a tile game before? That's fine. Here is the whole game, start to finish, in plain English, one step at a time.

Updated November 8, 2026 A short read For brand-new players

Mahjong began in China in the 1800s and reached America in the 1920s, where players slowly shaped it into its own style with jokers, the Charleston, and a yearly card of winning hands. The American game still carries its Chinese roots in every tile, from the characters on the Craks to the dragons.

The goal is simple: be the first player to build a hand of 14 tiles that matches one of the hands printed on the card. Everything else is just the steps that get you there.

What's in the set

An American set has 152 tiles: three suits (Bams, Craks, and Dots, numbered 1 to 9), four Winds, three Dragons, eight Flowers, and eight Jokers. Each player also gets a rack, and you need two dice and a current card. For a full tour with pictures, see what's in an American mahjong set, and practice telling the tiles apart with our tile quiz.

Choosing East and taking your seats

American mahjong is played with four people. Each player rolls the dice, and the highest roll becomes East, the dealer. The seat to East's right is South, across is West, and to East's left is North. After each hand, the job of East moves one seat to the right. (Fewer players? See our guide to 2- and 3-player mahjong.)

Building the wall

Turn all the tiles face down and mix them gently. Each player then builds a wall in front of her rack: 19 stacks, two tiles high, so 38 tiles each. Line your wall up against your rack, then use the rack's pusher arm to slide it forward a little. The four walls form a square in the middle of the table.

The four walls, seen from above A square table seen from above. Each of the four players has a rack, and in front of each rack is a wall of 19 face-down stacks, two tiles high. The four walls are pushed together into a square. East, the dealer, sits at the bottom. South is on East's right, West is across, and North is on East's left. A curved arrow in the middle shows that turns move to the right, which is counterclockwise when you look down at the table. Turns go right 19 stacks × 2 West North South East the dealer
The table from above. Each player builds a wall of 19 stacks, two tiles high (38 tiles), in front of their rack, and the four walls meet in a square. South sits on East's right, so turns travel counterclockwise around the table.

Breaking the wall and dealing

East rolls the dice, counts that many stacks along her own wall, and separates the wall there. Dealing starts from that break. Exactly how you count is one of those details where house rules vary, so just follow your table.

  1. East takes two stacks (four tiles). Then each player to the right takes four tiles in turn.
  2. Go around three times, so everyone has 12 tiles.
  3. East then takes two more tiles, and everyone else takes one.

East ends up with 14 tiles and everyone else has 13. Stand your tiles up on your rack so only you can see them, and sort them however helps you think.

Step 1: East rolls the dice

Step 1: East rolls the dice Two dice showing three and four, for a total of seven, above East’s wall of 19 face-down stacks. = 7 East’s wall

East, the dealer, rolls two dice and adds them up.

Step 2: Count and break the wall

Step 2: Count and break the wall East’s wall with the seven stacks at the right end highlighted and a gap, the break, to their left. Count 7 stacks Break East’s wall

East counts that many stacks from the right end of their own wall and pushes the wall apart there. Dealing starts at the break.

Exactly how you count varies by table.

Step 3: Take 4 tiles at a time

Step 3: Take 4 tiles at a time A table seen from above with East at the bottom, South on the right, West at the top and North on the left. Each seat shows 4, and an arrow circles counterclockwise, labeled times 3. 4 4 4 4 WestNorthSouth East ×3 4 × 3 = 12 each

Starting with East and moving to the right, each player takes 4 tiles (two stacks). Go around three times, so everyone has 12.

Step 4: Finish the deal

Step 4: Finish the deal The same table with East showing 14 tiles and South, West and North each showing 13. 13 13 13 14 WestNorthSouth East East +2 14 Others +1 13

East takes 2 more tiles and everyone else takes 1. East has 14 tiles and everyone else has 13.

Breaking the wall and dealing. East always ends up with 14 tiles and makes the first discard; everyone else starts with 13.

The Charleston

Before play begins, everyone trades unwanted tiles in a passing dance called the Charleston. You always pass three tiles at a time: first to the right, then across, then to the left. After that there may be a second round and a small optional pass with the player across from you. Jokers are never passed. The full steps are on our Charleston rules page, and you can try it yourself with the Charleston simulator.

Picking a hand to aim for

While you sort and pass, look at the card and find two or three hands that fit the tiles you already have. Every hand on the card is a pattern: groups of the same tile, in certain numbers and suits. Here is one of our own practice hands so you can see what that looks like.

Consecutive run

Stepping Stones

X25¢

11122223334444

Any four numbers in a row, all in one suit. 1-2-3-4 is just the pattern; 5-6-7-8 works too.

One way to complete it:

3 Bam3 Bam3 Bam4 Bam4 Bam4 Bam4 Bam5 Bam5 Bam5 Bam6 Bam6 Bam6 Bam6 Bam
Practice card — not the official card.

If the notation looks like a secret code right now, don't worry. Our guide on how to read the mahjong card walks through it slowly.

Taking turns: draw, then discard

East starts by discarding one tile, since she already has 14. From then on, play moves to the right. On your turn you:

  1. Draw the next tile from the wall.
  2. Decide whether it helps your hand.
  3. Discard one tile face up in the middle of the table, and say its name out loud, like "four Bam" or "North."

You always finish your turn with 13 tiles. Naming your discard clearly is good manners and helps everyone play along. For more table habits, see our mahjong etiquette guide.

Step 1: Draw from the wall

Draw from the wall A tile is lifted off the wall and moves toward your rack.

Take the next tile from the wall. For a moment you hold 14 tiles.

Step 2: Check your hand

Check your hand Tiles standing on a rack, with the new tile raised and outlined. new

Does it help? If it completes a hand on the card, say “Mahjong!”

Step 3: Discard and name it

Discard and name it The Four Bam tile lies face up among other discards, with a speech bubble saying Four Bam. “Four Bam”

Put one tile face up in the middle and say its name. You’re back to 13.

Play moves to the right A small table seen from above. A red arrow goes from You, at the bottom, to the player on your right, who takes the next turn. AcrossLeft Right You

Then play moves right

The player on your right draws next.

Unless someone calls it

Someone can call your discard for an exposure or for Mahjong; a called tile jumps the turn to that player.

After that player exposes and discards, play continues to their right. Anyone skipped simply loses that turn.

One turn, start to finish. Draw, decide, discard, name it. You always end your turn with 13 tiles.

Calling a discard

Here is the fun part. When someone discards a tile you need, you can say "call" and take it, even if it isn't your turn. You may call a discard in two situations:

  • To make an exposure: a group of three or more matching tiles. A pung is three, a kong is four, and a quint is five.
  • To declare Mahjong: if that tile finishes your winning hand.

To make an exposure, place the called tile face up on top of your rack along with the matching tiles from your hand (jokers can help fill the group). Then you discard, and play continues to the right of you. Players in between simply lose that turn.

5 Dot5 Dot5 Dot
A pung: three of the same tile.
2 Bam2 Bam2 Bam2 Bam
A kong: four of the same tile.
9 Crak9 Crak9 Crak9 CrakJoker
A quint: five of the same tile. There are only four of each number tile, so a quint needs at least one joker.

A few things to remember. You can't call a discard for a single tile or a pair unless it gives you Mahjong. If the hand you're building is marked concealed (C), you can't expose anything and may only call the very last tile you need to win. And once the next player has drawn her tile, that discard is gone.

Jokers in a nutshell

The eight jokers can stand in for any tile in a group of three or more, but never in a single or a pair. A discarded joker can't be called. On your turn, you can also swap a real tile for a joker sitting in anyone's exposure. That's called a joker exchange, and there's a whole page on it: mahjong joker rules.

Dead hands

Sometimes a hand can no longer win. That's called a dead hand. Common reasons:

  • Your exposures don't match any hand on the card.
  • You have the wrong number of tiles, too many or too few.
  • You declared Mahjong by mistake and showed your tiles.

A player with a dead hand stops drawing and discarding and waits for the hand to end. It happens to everyone, including people who've played for years, so laugh it off. Tables handle the details a little differently, so ask your group how they treat a dead hand.

Winning: "Mahjong!"

When your 14 tiles exactly match one hand on the card, say "Mahjong" and lay your whole hand face up so everyone can check it. You can win by drawing the tile yourself (called self-picked) or by calling someone's discard.

If the wall runs out and no one has won, it's a wall game. Nobody pays, and you mix the tiles for the next hand.

Paying the winner

Every hand on the card has a value, printed like 25¢. In the most common setup, if you won on a discard, the player who threw that tile pays double and the other two pay the listed value. If you self-picked, everyone pays you double. A hand with no jokers at all usually doubles the payment again. Many groups play for small change, chips, or just bragging rights. Let our payout calculator do the math for you.

You've got this. Your first few games will be slow, and that's exactly how everyone learns. Before your first night, skim our first game night checklist, and keep the mahjong glossary handy for any word you don't recognize.

Questions

Frequently asked questions

01 How long does it take to learn American mahjong?

Most people can play a slow, friendly game after one or two sessions. Reading the card quickly takes a few weeks of regular play, and that is completely normal.

02 Which way does play go in American mahjong?

Play moves to the right, which is counterclockwise around the table. Passing during the Charleston follows its own pattern of right, across, and left.

03 How many tiles do you need to win?

A winning hand has exactly 14 tiles that match one hand on the card. You hold 13 tiles during play and win with your 14th, either drawn from the wall or called from a discard.

04 Do I need the official card to play?

Yes. The legal winning hands change every year and come from the card sold by the National Mah Jongg League. Our practice hands are for learning only.

05 What happens if nobody wins?

If the wall runs out before anyone declares Mahjong, it is called a wall game. Nobody pays, the tiles are mixed, and the next hand begins.

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