American Mahjong Rules
Frequently Asked Questions
A friendly guide to the most common “wait… how does that work?” moments.
This page covers rules of play, not product questions. (For anything about our card or printing standards, visit our Card FAQ instead.)
DEALING, SETUP & GAME FLOW
The host typically deals the first game, but you can also let the dice decide.
Everyone rolls, highest roll becomes the dealer.
Each player builds a wall in front of their rack:
19 stacks long, 2 tiles high, for a total of 38 tiles per player.
The dealer rolls the dice, counts that number of stacks from the right end of their wall, and breaks it there.
The tiles behind the break stay put; the rest of the wall is curtsied (pushed toward the center) and becomes the deal pile.
Only the dealer breaks their wall.
Everyone else curtsies their entire wall.
Starting with the dealer and moving counterclockwise, each player takes:
- Two stacks at a time until everyone has 12 tiles
- One more tile for a total of 13
- Dealer takes an extra tile for a starting hand of 14
CHARLESTON & COURTESY PASS
Yes, the first Charleston (three passes) is required for standard play.
First Charleston:
- Pass right
- Pass across
- Pass left
Second Charleston (optional):
- Pass left
- Pass across
- Pass right
No, you must always pass exactly 3 tiles during the Charleston. If you don't have 3 tiles to pass, read the next question's answer about the Blind Pass.
Yes. A blind pass is allowed only on the final pass of each Charleston —
that means:
- The left pass in the first Charleston
- The right pass in the second Charleston (if you choose to do it)
A blind pass happens when a player doesn’t have enough tiles they feel comfortable passing. Instead of choosing all 3 tiles from their rack, they may pass 1, 2, or all 3 tiles face-down using the tiles that were just given to them.
Here’s how it works:
- You wait until tiles are passed to you.
- Without looking at those tiles, you use them to complete your 3-tile pass.
- Example: If you only have 1 tile you’re willing to pass from your rack, you’ll add 2 face-down tiles from the tiles you just received to make a set of 3.
- You'll keep 1 of the tiles passed to you to replace the 1 you passed from your rack.
- All tiles you blind pass must remain face-down.
Blind passing is a perfectly acceptable part of standard play as long as it’s done on the correct pass.
After the Charleston, you may exchange 0–3 tiles with the player directly across from you.
Both players must agree on the number.
If one person chooses zero, no tiles are passed.
Only opposite players participate; the other pair may opt in or skip it, but their choice to do the Courtesy Pass is independent of the other 2 players.
TURN ORDER, DRAWING & DISCARDING
Play moves counterclockwise around the table.
Every turn follows the same rhythm:
- Pick a tile (from the wall or by calling a discard)
- Decide what helps
- Discard one tile you don’t need
No, you may pick a tile and discard it immediately if you don’t need it.
Yes, if the tiles are racked, you can freely rearrange them. Exposed tiles cannot be adjusted except for a Joker swap.
CALLING A TILE
A discard may only be called immediately after it is thrown.
When you want to call a tile, speak loudly enough for the other players to hear you. Say “Call” or “Take it” clearly.
If two players call the same tile for an exposure, the player whose turn is next (counterclockwise) gets priority.
But Mahjong overrides everything. If the tile completes someone’s hand, they get it.
You may only call tiles for:
- A grouping that has 3 or more identical tiles. All tiles in the group must be the exact same.
- A hand that has an X subscript in the Point Value (C subscripts mean the hand is concealed and cannot have exposures)
- The final tile you need to declare Mahjong
You cannot call tiles to build Singles, Pairs, or non-identical tile groupings unless it is your winning tile.
A miscalled tile may still be taken for Mahjong.
For exposures, the tile must be named correctly to be claimed. If a player calls a misnamed tile for an exposure, the player's hand who exposed the tiles is now dead.
JOKER RULES
Jokers can replace any tile in a Pung (3 of a kind), Kong (4 of a kind), or Quint (5 of a kind) of identical tiles.
No, not under any circumstances.
If an exposure is made and it includes a Joker(s), any player may swap that Joker with the exact matching tile during their turn.
Jokers cannot be used to represent:
- NEWS
- Year/date groupings
- Any run, sequence, or grouping of non-identical tiles
Hands completed without any Jokers earn double points.
(except in Solos & Pairs sections where doubling does not apply).
EXPOSURES & DEAD HANDS
Only after correctly calling a tile for an allowed exposure.
Yes, tiles within an exposure may be rearranged, but until the player completes their turn by discarding.
A hand is dead if:
- The player exposes tiles incorrectly
- A Joker is used where it is not allowed
- A hand cannot possibly be completed based on tiles already exposed
Play continues with no penalty for other players.
Yes, and if three players are dead, the game ends and no player wins.
WINNING THE GAME
All American Mahjong hands use 14 tiles.
If the tile you pick or call completes your hand, say “Mahjong” clearly and display your complete hand.
Yes, Jokers may be part of your completed hand unless the hand requires Singles or Pairs (where Jokers are not allowed).
SCORING & POINTS
Each hand has a point value in the left column.
Higher points = generally harder hands.
X = You may call tiles and make exposures
C = Concealed hand
- No exposures allowed
- You may only call the final tile you need to win
Yes, concealed hands generally have higher base point values.
Yes, all hands except Solos & Pairs score double when completed without Jokers.
HOW TO READ YOUR CARD
Black represents non-suited tiles:
- Flowers
- Winds
- Soap as zero (only in Year of the Horse section)
Only in the Year of the Horse section.
In these hands, Soap is suitless.
In all other sections, Soap is a White Dragon and part of the Dot suit.
They show how many suits your hand uses:
- Pink = one suit
- Pink + Purple = two suits
- Pink + Purple + Gold = all three suits
You choose which suit corresponds to each color, as long as the total suits match the total colors.
MISCELLANEOUS RULES
Yes, say “Hold” if you need a second.
If you decline, simply say “Pass.”
No, calls must happen immediately.
It's your game, your house, your rules! Just make sure everyone at the table knows when you're playing with house rules before the game starts.
House rules are common, but when using The Mahjong Press card, these FAQs reflect standard American Mahjong rules recognized at most tables.