
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.
American Mahjong is a four-player tile game governed by the National Mah Jongg League (NMJL), which has published an official hand card every year since 1937. Unlike other mahjong variants, American Mahjong uses 152 tiles — including 8 Jokers — and requires players to match one specific hand pattern from the annually updated NMJL card. This guide walks you through every rule you need to start playing.
American Mahjong stands apart from Chinese, Japanese, and other variants in several fundamental ways. The game uses a larger tile set, wild tiles called Jokers, a unique tile-passing ritual called the Charleston, and an official card of approved hand patterns that changes every year.
In most other mahjong variants, players build hands from common combinations like runs (sequences of consecutive numbered tiles) and sets (three or four matching tiles). American Mahjong does not allow sequential runs at all. Instead, every winning hand is built from groups, pairs, and sometimes quints — five of the same tile, made possible by Jokers.
The NMJL card is the heart of the game. Published every April, it contains roughly 70 or more hand patterns organized into categories. Players must match one of these patterns exactly to win. No improvisation is allowed. This makes American Mahjong more of a pattern-recognition and strategic-planning game than a hand-building game.
Another distinctive feature is the Charleston, a structured exchange of tiles at the start of each round. Players pass tiles to opponents in a set sequence, giving everyone a chance to shape their hand before regular play begins. No other major mahjong variant uses this mechanic.
American Mahjong is especially popular at community centers, libraries, synagogues, and social clubs across the United States. If you want to find American Mahjong near you, chances are good that a group meets regularly in your area. For a broader look at how different variants compare, visit our Mahjong Rules Overview.

An American Mahjong set contains 152 tiles, which is more than the 136 tiles found in standard Chinese or Japanese sets. The extra tiles come from the addition of 8 Jokers and 8 Flowers, neither of which appears in Riichi (Japanese) Mahjong.
Here is the full tile breakdown:
| Tile Category | Details | Count |
|---|---|---|
| Suit Tiles (Craks) | Numbers 1–9, four of each | 36 |
| Suit Tiles (Bams) | Numbers 1–9, four of each | 36 |
| Suit Tiles (Dots) | Numbers 1–9, four of each | 36 |
| Wind Tiles | East, South, West, North — four of each | 16 |
| Dragon Tiles | Red, Green, White (Soap) — four of each | 12 |
| Flower Tiles | 8 total (various designs) | 8 |
| Joker Tiles | 8 total (wild tiles) | 8 |
| Total | 152 |
The three suits — Craks (characters), Bams (bamboos), and Dots (circles) — each contain tiles numbered 1 through 9, with four copies of every tile. For a deeper dive into every tile type and what it looks like, check out our Mahjong Tiles Guide.
Winds and Dragons are collectively called "honor tiles." Flowers and Jokers are unique to the American game. Jokers act as wild tiles that can substitute for any tile in a group of three or more, but they cannot be used in pairs. Flowers function as their own category and appear in specific hands on the NMJL card.
One quotable fact worth remembering: American Mah Jongg uses 16 more tiles than any other major variant, and those 16 extra tiles — the Jokers and Flowers — are what give the game its distinctive strategic flavor.
Every game of American Mahjong begins with building the wall, breaking it, dealing tiles, and performing the Charleston. Setup takes about 5 minutes once all players know the routine.
All 152 tiles are placed face-down on the table and shuffled thoroughly. Each player then builds a wall of tiles in front of them. Each wall is 19 tiles long and 2 tiles high (19 × 2 = 38 tiles per player, and 38 × 4 = 152 total).
One player rolls the dice to determine where the wall is broken. The dealer counts from the right end of their wall and separates the tiles at that point. Dealing begins from the break point.
The dealer distributes tiles in a specific pattern. Each player receives stacks of tiles in turns until the deal is complete:
The dealer starts with one extra tile because the dealer takes the first "turn" by discarding rather than drawing. This means the dealer begins the game by choosing a tile to throw away.
The Charleston is a structured tile exchange unique to American Mahjong. It happens after the deal and before regular play begins. The Charleston has three mandatory passes and an optional second Charleston:
After these three passes, all four players must agree to do an optional second Charleston. If even one player declines, it stops. The optional second Charleston reverses the order: left, across, right.
Finally, there is a Courtesy Pass: the player across from you may exchange 0, 1, 2, or 3 tiles with you by mutual agreement.
The Charleston is one of the most strategic parts of the game. It gives players a chance to dump tiles that do not fit their target hand while receiving tiles that might. Experienced players start reading the NMJL card during the deal and refine their strategy through each pass.
A turn in American Mahjong follows a simple cycle: draw a tile, evaluate your hand, and discard a tile. Play moves counterclockwise around the table, starting with the player to the dealer's right.
On your turn, you pick up one tile from the top of the wall. You add it to your hand, decide which tile you need least, and place that tile face-up in the center of the table while announcing its name clearly. For example, you would say "3 Bam" or "West" so all players can hear.
Naming your discard is required in American Mahjong. This ensures that all players — including those who are not looking directly at the table — know what tile is available.
Any player can claim a discarded tile under specific conditions, regardless of whose turn it is:
You cannot call a discard just to form a pair (unless that pair completes your winning hand). And remember, there are no sequential runs in American Mahjong — you never call a tile to make a sequence like 4-5-6.
When multiple players want the same discard, the player calling Mahjong (a win) always has priority. If no one is calling Mahjong, the player whose turn is closest (counterclockwise from the discarder) gets priority.
When you call a discard and take it, you must "expose" the completed group by placing it face-up on top of your rack for all players to see. Exposures are permanent — you cannot take those tiles back into your concealed hand.
Exposures give your opponents valuable information. They can see which hand patterns you might be pursuing. This is why many experienced players prefer "concealed" hands (hands that require no exposures) when possible — they keep opponents guessing.
The NMJL card marks certain hands with a "C" to indicate they must be completed entirely concealed, meaning you cannot call any discards except the final tile for Mahjong. Other hands allow some or all groups to be exposed.
Jokers are wild tiles that can substitute for any other tile in a group of three or more identical tiles. American Mahjong is the only major variant that uses Jokers, and they add a powerful layer of flexibility and strategy.
Joker swapping is one of the most exciting tactical moves in the game. If an opponent has exposed a Kong of 7 Dots with one Joker, and you hold a natural 7 Dot, you can trade your 7 Dot for their Joker on your turn. This gives you a powerful wild tile while costing you a tile you may not need.
Because there are only 8 Jokers in the entire 152-tile set, they are highly prized. Players rarely discard them. A hand with 2 or 3 Jokers has significantly more flexibility than a hand with none. Roughly 5% of all tiles in the set are Jokers, but their impact on gameplay is far greater than that percentage suggests.
Hands that require Quints (5 of a kind) are only possible because of Jokers — since there are only 4 copies of any regular tile, you need at least 1 Joker to form a Quint. Some hands on the NMJL card require multiple Quints, making them Joker-hungry and risky to attempt.
You win by completing a hand that exactly matches one of the patterns on the current NMJL card. The first player to do so declares "Mahjong!" and the round ends immediately.
To win, your 14 tiles (13 in hand plus the final draw or called discard) must match a hand on the NMJL card tile for tile. The suits, numbers, and groupings must all align precisely. If you declare Mahjong and your hand does not match a valid pattern, you are penalized — typically you pay each other player and sit out the rest of that round.
There are two ways to complete your winning hand:
American Mahjong uses a money-based scoring system. The standard rate is 25 cents per point, though groups set their own stakes. Each hand on the NMJL card has a point value — typically 25 or 30 cents for standard hands, with higher values for more difficult patterns.
Here is how payment works:
| Scenario | Who Pays | Amount |
|---|---|---|
| Win by discard | The player who discarded the winning tile pays double the hand value; the other two players each pay single | Discarder: 2× value; Others: 1× value each |
| Win by self-draw (from the wall) | All three losing players each pay double the hand value | Each opponent: 2× value |
| Win by picking a Joker off an exposure | Treated the same as a self-drawn win | Each opponent: 2× value |
For a detailed breakdown of point values and payment scenarios, see our American Mahjong Scoring guide.
A key fact: the player who discards the winning tile bears the heaviest financial penalty. This creates a strong defensive incentive. As the game progresses and you see opponents' exposures, you must think carefully about which tiles are safe to discard. Throwing the wrong tile can cost you double.
If you make an error — such as exposing the wrong tiles, having too many or too few tiles, or declaring a false Mahjong — your hand is declared "dead." A dead hand cannot win. You must continue to draw and discard for the rest of the round, but you are effectively out of contention. You still pay the winner at the end.
New players should focus on reading the NMJL card effectively, staying flexible in early turns, and learning to play defensively as the game progresses. Strategy in American Mahjong grows deeper with experience, but these fundamentals give beginners a strong foundation.
Before the game starts, spend 10–15 minutes studying the current NMJL card. Familiarize yourself with the hand categories: 2468, Quints, Consecutive Run, 13579, Winds–Dragons, 369, Singles and Pairs, and others. Knowing what hands exist helps you spot possibilities quickly once tiles are dealt.
After the deal and Charleston, identify 2 or 3 possible hands that fit your tiles. Do not lock into one hand too early. As you draw and discard over the first several turns, one hand will usually emerge as the strongest option. Commit to it once the direction is clear — typically after 4 to 6 turns.
Watch your opponents' exposures carefully. If a player has exposed a Pung of Red Dragons, you can narrow down which hands they might be building. Avoid discarding tiles that could complete their hand. When in doubt late in the game, discard tiles that have already been thrown by others — these are generally safer.
Never discard a Joker unless you have absolutely no use for it and are not at risk of giving away information (since Jokers cannot be claimed from the discard pile, this is purely about hand efficiency). Hold Jokers as long as possible — they provide flexibility to pivot between hands.
American Mahjong is best learned by playing regularly. Many community centers and libraries host weekly games that welcome newcomers. You can find mahjong lessons near you or join a mahjong club to practice with experienced players who can answer questions in real time.
Now that you understand the rules of American Mahjong, the best next step is to get to a table and start playing. Reading about the game only takes you so far — the real learning happens when tiles are in your hands.
If you are brand new, consider taking a structured class. You can find mahjong lessons near you to learn from experienced instructors who will walk you through your first games. If you already have the basics down and want regular practice, join a mahjong club in your area. American Mahjong thrives in social settings, and most groups are welcoming to players of all skill levels.
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.
American Mahjong uses 152 tiles. This includes 108 suit tiles (Craks, Bams, and Dots numbered 1–9 with four copies each), 16 Wind tiles, 12 Dragon tiles, 8 Flower tiles, and 8 Joker tiles. The Jokers and Flowers are unique to the American version and are not found in Riichi or most other variants.
The NMJL card is the official list of valid winning hands published each April by the National Mah Jongg League. It contains roughly 70 or more hand patterns organized by category. The card changes annually to keep the game fresh and prevent any single strategy from dominating. You must own the current year's card to play standard American Mahjong.
No. Jokers can only substitute for tiles in groups of three or more — Pungs (3 of a kind), Kongs (4 of a kind), Quints (5 of a kind), or Sextets (6 of a kind). A pair must always consist of two natural, non-Joker tiles. This is one of the most commonly misunderstood rules among new players.
The Charleston is a tile-passing ritual that occurs after the deal and before regular play. Players pass 3 tiles to the right, then 3 across, then 3 to the left. An optional second Charleston reverses the order, followed by a courtesy pass of 0–3 tiles with the player across. It gives everyone a chance to improve their starting hand.
If you declare Mahjong and your hand does not match a valid pattern on the current NMJL card, your hand is declared dead. You must pay each of the other players the value of the hand, and you continue to draw and discard for the rest of the round without any chance of winning. Always double-check your hand against the card before declaring.
Now that you know the basics, find a game near you.
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