American Mahjong (often spelled Mah Jongg) is a distinct variant of Mahjong popular in the United States, particularly among social clubs. It differs significantly from Asian variants: players use jokers, follow the annual NMJL card for valid hands, and participate in a unique “Charleston” tile exchange.

This guide covers American Mahjong rules, the NMJL card system, Charleston mechanics, joker usage, and basic strategy.


What Makes American Mahjong Different?

American Mahjong evolved from Chinese Mahjong in the 1920s-30s and has developed unique characteristics:

FeatureAmerican MahjongAsian Mahjong Variants
Jokers8 jokers usedNo jokers (usually)
Valid handsFixed card (NMJL)Point-based scoring
Pre-game passingCharlestonNo Charleston
Tile callingRestrictedMore flexible
Flowers/SeasonsUsed in handsBonus tiles

These differences make American Mahjong its own game, sharing ancestry but distinct in practice.


Equipment

Tiles (152 Total)

Suited tiles (108):

  • Bamboo (Bam): 1-9, four of each
  • Characters (Crak): 1-9, four of each
  • Dots: 1-9, four of each

Honor tiles (28):

  • Winds: East, South, West, North — four of each (16)
  • Dragons: Red, Green, White (Soap) — four of each (12)

Flowers and Seasons (8):

  • 4 Flowers, 4 Seasons (used interchangeably in most American hands)

Jokers (8):

  • Special tiles unique to American Mahjong

The NMJL Card

The National Mah Jongg League card lists all valid winning hands for the current year. A new card is released each April.

Card layout:

  • Hands organized by category (2026, Any Like Numbers, Consecutive Run, etc.)
  • Each hand shows exact tile requirements
  • Point values vary by hand difficulty
  • Colors indicate tile suits

You must have the current card to play — old cards are invalid.


Setup

Seating and Starting

  1. Determine seating randomly or by agreement
  2. Build the wall: Each player creates a row of 19 tile stacks (2 tiles high)
  3. Connect walls into a square
  4. Determine East (the dealer) by dice roll or rotation
  5. East rolls dice to determine where to break the wall

Dealing

  1. East takes the first 4 tiles from the break point
  2. Continue counterclockwise, each player taking 4 tiles
  3. Repeat until each player has 12 tiles
  4. East takes 2 more tiles; others take 1 more
  5. Final count: East has 14 tiles, others have 13

The Charleston

Before play begins, players exchange unwanted tiles in a structured passing called the Charleston.

First Charleston (Mandatory)

Pass 1 — Right: Pass 3 tiles to the player on your right Pass 2 — Across: Pass 3 tiles to the player across from you Pass 3 — Left: Pass 3 tiles to the player on your left

You must pass before you look at received tiles from the current pass.

Second Charleston (Optional)

If all four players agree, repeat the Charleston in reverse:

Pass 4 — Left: Pass 3 tiles left Pass 5 — Across: Pass 3 tiles across Pass 6 — Right: Pass 3 tiles right

Any player can stop the second Charleston by saying “No.”

Courtesy Pass (Optional)

After the Charleston(s), adjacent players may agree to swap 1-3 tiles across the table (optional, both must agree).

Charleston Strategy

Pass tiles that:

  • Don’t fit any hands you’re considering
  • Are duplicates you can’t use
  • Are “dead” (three or more already discarded)

Keep tiles that:

  • Fit multiple potential hands
  • Are flexible (jokers, pairs)
  • Complete or nearly complete groups

Gameplay

Turn Structure

Starting with East and proceeding counterclockwise:

  1. Draw one tile from the wall OR claim the previous discard
  2. Evaluate your hand
  3. Discard one tile face-up, announcing its name

Drawing from the Wall

Take the next tile from the open end of the wall. Look at it, add it to your hand, then discard.

Calling Discards

When any player discards a tile you need, you may call it if:

For exposure (pung, kong, quint):

  • Say “Call” immediately
  • Expose the completed group face-up
  • Discard to end your turn

For Mah Jongg (winning):

  • Say “Mah Jongg!” or “That’s it!”
  • Reveal your complete winning hand
  • Game ends

Exposure Rules

When you call a discard, you must:

  1. Show the complete group (including the called tile)
  2. Place it face-up on the table
  3. The group is “exposed” — visible to all players

Important: Once exposed, tiles cannot be rearranged or used elsewhere.

Calling Priority

If multiple players want the same discard:

  1. Mah Jongg beats all
  2. Otherwise, normal turn order applies

The NMJL Card — Understanding Hands

Card Structure

Each hand on the card shows:

  • Tile requirements using colors/symbols
  • Points for that hand
  • Whether it’s concealed (C) or exposed allowed

Reading the Card

Color coding:

  • Green/Blue/Red typically represent the three suits
  • Order varies by section of the card

Numbers represent:

  • Specific numbers (1-9) in that suit
  • “Any” suits allow player choice

Groupings:

  • Pair = 2 identical tiles
  • Pung = 3 identical tiles
  • Kong = 4 identical tiles
  • Quint = 5 identical tiles (only possible with jokers)

Example Hand Reading

A card listing might show:

FF 2222 4444 6666 (Any 3 suits) — 25 points

This means:

  • A pair of Flowers (2 tiles)
  • A kong of 2s (4 tiles)
  • A kong of 4s (4 tiles)
  • A kong of 6s (4 tiles)
  • Each kong must be from a different suit
  • Worth 25 points

Jokers

How Jokers Work

Jokers can substitute for any tile when used in:

  • Pungs (3 of a kind)
  • Kongs (4 of a kind)
  • Quints (5 of a kind)
  • Sextets (6 of a kind)

Jokers CANNOT be used in:

  • Pairs
  • Singles (like the “N” in NEWS)
  • As the winning tile if only one is needed

Joker Exchange

If you hold a tile that matches a joker in an opponent’s exposed group:

  • On your turn, you may exchange your tile for their joker
  • Place your tile in their exposure, take the joker
  • You must be able to use the joker immediately (in an exposure or for Mah Jongg)

Exposed vs. Concealed and Jokers

If a hand is marked Concealed on the card:

  • Jokers can still be used
  • But you cannot call discards for exposures
  • You must self-draw all needed tiles (or be thrown the Mah Jongg tile)

Winning

Mah Jongg (Winning)

You win when your hand exactly matches a hand on the NMJL card:

  • Call “Mah Jongg” when complete
  • You can win from a discard or self-draw
  • Expose your entire hand for verification

Points and Payment

Winning from a discard:

  • The discarder pays double the hand’s point value
  • Other players pay single

Winning from the wall (self-draw):

  • All players pay double

“Hot Wall” variation:

  • Some games designate the last few tiles as “hot”
  • If you discard a winning tile from hot wall, you pay for everyone

Dead Hands

Your hand is “dead” if:

  • You expose incorrectly (wrong tiles called)
  • Your exposure doesn’t match any possible hand
  • You call Mah Jongg with an invalid hand

Dead hands cannot win but must continue playing to the end.


Basic Strategy

1. Study the Card Before Playing

Familiarize yourself with this year’s hands before the game. Note which hands:

  • Use your starting tiles
  • Are flexible (multiple suits work)
  • Have high point values

2. Charleston for Maximum Flexibility

Early in the game, don’t commit to one hand. Pass tiles that fit nothing, keep tiles that fit multiple possibilities.

3. Watch Exposures

Opponents’ exposures reveal their likely hands. Use this to:

  • Avoid discarding their needed tiles
  • Recognize dead tiles (many already exposed)
  • Predict what tiles are safe to discard

4. Protect Your Jokers

Jokers are precious — they complete any group. Don’t expose joker-heavy groups early if you might need to rearrange.

5. Know When to Stop Exposing

Each exposure commits you to a specific hand direction. In early rounds, prefer drawing from the wall to maintain flexibility.

6. Defensive Play

If you see a player is “one away” (waiting for Mah Jongg):

  • Hold dangerous tiles rather than discarding
  • Break your own hand if necessary to avoid paying

Common Mistakes

1. Playing with the Wrong Year’s Card

Old cards are invalid. Always use the current year’s NMJL card.

2. Using Jokers in Pairs

Jokers cannot substitute in pairs — only in groups of 3+.

3. Exposing Too Early

Each exposure limits your options. Early exposures reveal your hand to opponents.

4. Miscounting Tiles

American hands require exact tile counts. Verify your hand matches the card before calling Mah Jongg.

5. Missing Joker Exchanges

Watch opponents’ exposures for joker exchange opportunities. Taking a joker can unlock your hand.


Getting Started

What You Need

  1. Mahjong set with 8 jokers (American sets)
  2. Current year’s NMJL card (order from nmjl.org)
  3. 4 players
  4. Racks to hold tiles (helpful but optional)
  5. Bettor chips or coins for scoring (optional)

Learning Resources

  • Start with simpler hands (fewer groups, common tiles)
  • Practice with experienced players who can guide you
  • Online American Mahjong games let you practice without full groups

Quick Reference

Game Structure

  1. Build walls, deal tiles
  2. Charleston (mandatory + optional)
  3. Play proceeds counterclockwise
  4. Draw from wall or call discards
  5. First valid Mah Jongg wins

Joker Rules

  • 8 jokers in the set
  • Substitute in groups of 3+
  • Cannot use in pairs/singles
  • Can exchange from exposed groups

Charleston Order

  1. Right, Across, Left (mandatory)
  2. Left, Across, Right (optional)
  3. Courtesy across (optional)

Winning

  • Match a hand on current NMJL card
  • Call “Mah Jongg” on completing hand
  • Discarder pays double; self-draw = all pay double

American Mahjong is a social, strategic game with a unique blend of luck and skill. The annual card refresh keeps the game fresh, and the Charleston creates engaging pregame negotiation. Find a local group or practice online to join this beloved tradition.