Learn mahjong rules step by step — from setup and tile types to draw-discard gameplay and winning hands. Covers American, Riichi, and Chinese variants.
Mahjong is a tile-based game for four players built around a simple draw-and-discard mechanic. Players take turns drawing tiles and discarding unwanted ones, racing to complete a winning hand of 14 tiles (or 16 in Taiwanese mahjong). While rules differ across regional variants, the core gameplay loop stays the same — and once you learn the basics, picking up any version becomes far easier.
Every version of mahjong uses four players, a set of tiles, a draw-discard cycle, and a goal of building a complete winning hand. These core mechanics have remained consistent since the game emerged in 19th-century China, even as dozens of regional variants developed their own twists.
Here is how a standard round works in any variant:
[CALLOUT:definition]Winning Hand (14 tiles): In most variants, a complete hand consists of four sets (melds) of three tiles each, plus one pair — totaling 14 tiles. Special hands and exceptions exist in every variant.[/CALLOUT]
The game is played over multiple rounds, with the dealer position rotating. A full game typically consists of at least 4 rounds (a "wind round"), though many groups play 8 or 16 rounds. Scoring happens after each hand, and the player with the most points at the end of the game wins.
One quotable fact worth remembering: there is no single "standard" set of mahjong rules. The variant you play depends on your region, your group, and your preference.
A standard mahjong set contains between 136 and 152 tiles, depending on the variant. The three main tile categories — Suits, Honors, and Bonus tiles — appear across nearly every version of the game.
There are three suits, each numbered 1 through 9, with four copies of every tile:
That gives you 9 numbers × 3 suits × 4 copies = 108 suit tiles.
[CALLOUT:info]Tile Count Quick Reference: Chinese Classical and Hong Kong sets use 144 tiles (136 + 8 bonus). American Mahjong uses 152 tiles (144 + 8 jokers). Riichi Mahjong uses 136 tiles with no bonus tiles at all.[/CALLOUT]
You win by assembling four sets plus one pair, for a total of 14 tiles. The three types of sets — Chow, Pung, and Kong — form the building blocks of every mahjong hand.
A Chow is three consecutive tiles in the same suit — for example, 4-5-6 of Bamboo. You cannot form a Chow with Honor tiles. In most variants, you can only claim a discard for a Chow from the player directly to your left.
A Pung is three identical tiles — for example, three Red Dragons or three 8 of Dots. You can claim any player's discard to complete a Pung, not just the player to your left.
A Kong is four identical tiles. Because a Kong uses four tiles instead of three, you draw an extra replacement tile from the back of the wall so your hand stays at the correct count. Kongs come in three forms: concealed (all four drawn), exposed (claimed from a discard), and added (adding a fourth tile to an existing exposed Pung).
Every standard winning hand needs exactly one pair — two identical tiles. This pair is sometimes called the "eyes" of the hand.
A typical winning hand looks like this:
That totals 3 + 3 + 3 + 3 + 2 = 14 tiles. The exact combinations that earn points differ by variant, but this 4-sets-plus-a-pair structure is the universal foundation of mah-jong gameplay.
A single hand of mahjong follows a structured sequence: setup, dealing, the draw-discard cycle, and resolution. Understanding this flow makes learning any variant straightforward.
The dealer is designated as "East Wind." In casual games, players roll dice or draw Wind tiles to decide who starts as East. The other players sit as South (to the dealer's right), West (across), and North (to the dealer's left).
All tiles are shuffled face-down. Each player builds a row of tiles in front of them — 2 tiles high and 17-19 tiles long depending on variant and tile count. These four rows are pushed together to form a square "wall." The dealer rolls dice to determine where the wall is broken and dealing begins.
Starting from the break in the wall, tiles are distributed to each player in groups of four until everyone has 12, then one more tile each to reach 13. The dealer takes one extra tile to start with 14.
In American Mahjong, players pass tiles to each other before gameplay begins. This unique ritual — called the Charleston — involves three rounds of passing: first right, then across, then left. An optional second Charleston may follow. This step does not exist in Asian variants.
The dealer, already holding 14 tiles, discards one tile to begin play. The next player (to the dealer's right in most Asian variants, or left in American) draws from the wall and discards. Play continues in turn order.
At any point, a player may claim a discard to complete a set. Claims for Pung or Kong generally take priority over claims for Chow. A claim for a winning tile ("mahjong") takes highest priority of all.
The hand ends when a player completes a valid winning hand and declares it, or when the wall runs out of tiles with no winner — called a "draw" or "wall game." In a draw, no points are exchanged in most variants.
The five most popular mahjong variants each add distinct rules for scoring, declarations, and legal winning hands. Choosing a variant is the single most important decision for any new player or group.
The table below summarizes the key differences:
| Feature | American (NMJL) | Riichi (Japanese) | Hong Kong | Chinese Classical | MCR (Competition) |
|---|---|---|---|---|---|
| Tile count | 152 (with jokers) | 136 | 144 | 144 | 144 |
| Hand size | 13 (+1 to win) | 13 (+1 to win) | 13 (+1 to win) | 13 (+1 to win) | 13 (+1 to win) |
| Jokers | Yes (8) | No | No | No | No |
| Scoring system | NMJL card (yearly) | Han/Fu points | Faan-based | Simple points | 81 patterns (WMO) |
| Minimum to win | Match a card hand | 1 han (varies) | 3 faan | None (any hand) | 8 points |
| Special mechanic | Charleston passing | Riichi declaration, dora tiles | Self-draw bonus | Simplest ruleset | Standardized worldwide |
| Open/Closed hands | Open with jokers | Closed preferred (higher value) | Both allowed | Both allowed | Both allowed |
American Mahjong is governed by the National Mah Jongg League (NMJL), which publishes a new scoring card every April. Players must complete one of the specific hands printed on that year's card — no other hands are valid. Jokers act as wild tiles that can substitute for any tile in a group of three or more identical tiles. The Charleston tile-passing phase adds a strategic layer not found in other variants.
Riichi mahjong features the most complex scoring system, using a combination of han (hand multipliers) and fu (base points). A player who is one tile away from winning with a closed hand can declare "Riichi" by placing a 1,000-point stick on the table — locking their hand but earning bonus han. Dora tiles (bonus indicator tiles) add extra han and create exciting swings in scoring.
Hong Kong mahjong uses a faan-based scoring system with a minimum of 3 faan required to declare a win. Faan are earned through specific hand patterns, tile types, and win conditions. This minimum threshold prevents players from winning with trivial hands and encourages strategic play.
Chinese Classical represents the oldest widely played ruleset. It has no minimum point requirement, making it the most accessible variant for beginners. Flower and Season bonus tiles are included and score extra points when drawn.
MCR was standardized by the World Mahjong Organization for international tournaments. It recognizes 81 distinct winning patterns, each assigned a point value. Players need a minimum of 8 points to declare a win. MCR is the closest thing to a universal competitive standard.
[CALLOUT:tip]New to mahjong? Start with Chinese Classical to learn the fundamentals, then move to the variant most popular in your area. You can find mahjong lessons near you to get hands-on instruction in any variant.[/CALLOUT]
Mahjong etiquette is taken seriously at every level of play, from casual home games to competitive tournaments. Following these unwritten rules keeps the game fair, fast, and enjoyable for all four players.
A quotable standard: in competitive Riichi mahjong, discards must be placed in neat rows of six tiles, reading left to right, so every player can review the full discard history at a glance. This rule exists because reading discards is a core strategic skill.
New players make the same handful of errors across every variant. Recognizing these pitfalls early saves frustration and speeds up your learning curve.
Beginners often try to keep every tile that looks useful, leading to an unfocused hand with too many partial sets. A better approach: choose a direction for your hand early and discard tiles that do not support it. Experienced players commit to a hand plan within the first 3-5 turns.
New players focus only on completing their own hand and ignore what opponents are building. Watch the discards. If a player has not discarded any Bamboo tiles, they are likely collecting Bamboo. Avoid discarding tiles they need. In Riichi mahjong, defensive play (called "betaori") is considered just as important as offense.
Claiming a discard for a Chow, Pung, or winning hand follows strict priority rules. A Pung claim beats a Chow claim. A winning claim ("Mahjong") beats everything. Beginners who do not understand this hierarchy cause confusion at the table.
Because mahjong has so many variants, beginners sometimes apply rules from one version to another. Jokers exist only in American Mahjong. The Riichi declaration exists only in Japanese Mahjong. The Charleston exists only in American Mahjong. Always confirm which variant your group plays before sitting down.
[CALLOUT:warning]Critical for American Mahjong players: The NMJL scoring card changes every year in April. Hands that were valid last year are not necessarily valid this year. Always play with the current year's card.[/CALLOUT]
In Hong Kong mahjong, you need at least 3 faan to win. In MCR, you need at least 8 points. Declaring a win without meeting the minimum is a foul — often penalized with point deductions. Chinese Classical has no minimum, which is one reason it is recommended for beginners.
The fastest way to learn mahjong is to play with experienced players who can guide you through your first hands. Find mahjong lessons near you for structured beginner instruction in your preferred variant, or join a mahjong club to meet local players who welcome newcomers. Most clubs are happy to teach — all you need to do is show up.
Learn American Mahjong rules step by step — 152 tiles, the NMJL card, Charleston passing, Jokers, and how to win. A complete beginner's guide to get playing fast.
Learn Riichi Mahjong rules including tile types, yaku requirements, riichi declarations, furiten, dora, and han/fu scoring. A complete intermediate guide.
Chinese Classical mahjong is the original form of the game, using 136-144 tiles with straightforward scoring. Learn setup, gameplay, winning hands, and strategy.
Hong Kong Mahjong uses 136 tiles and a faan-based scoring system requiring a minimum of 3 faan to win. Learn the complete rules, scoring, and strategy here.
Taiwanese Mahjong uses 16 tiles per hand, 144-tile sets with flowers, and a tai scoring system. Learn the full rules, scoring, and strategy in this guide.
Now that you know the basics, find a game near you.