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American Mah Jongg

Match the NMJL Card · Jokers · The Charleston
4 players 152 tiles 13-tile hand win gate: match the card difficulty 4/5
01 · Snapshot

The whole game at a glance

Players
4 standard · play runs to the right (counterclockwise). The game also documents 2/3/5/6-handed adjustments.
Tiles
152: 108 suits (Characters, Bamboo, Dots) + 16 winds + 12 dragons + 8 flowers + 8 jokers
Hand
13 tiles in hand (dealer 14) · a winning hand is 14 tiles
Win gate
None beyond matching a card hand. Your 14 tiles must exactly match one printed hand on the current NMJL card – no free-form sets, no sequences.
Rounds
Pivot Player rounds – 4 games per round; the Pivot shifts one seat each round
Scoring
Direct payout · the hand's printed card value, with doublers
Signature
The NMJL card: every legal winning hand for the year is printed on a card you buy. You don't invent hands, you copy one of those exact patterns, and the whole catalogue is replaced annually

Best for players who enjoy pattern-matching and puzzle play over free-form set-building, social four-player tables, and groups who don't mind buying a fresh card each year.

02 · The Walkthrough

Everything you need for your first hand

The Goal
Assemble 14 tiles that exactly match one printed hand on the current NMJL card, before anyone else does.
Requirements
  1. Four players. Seats are East, South, West, North; both seating and play run counterclockwise. Roll dice, or let the host start, to pick the first dealer, East.
  2. 152 tiles, plus the current year's card. Three suits 1–9 (four copies each), winds and dragons (four copies each), 8 interchangeable flowers, and 8 jokers. Every legal winning hand is printed on the card – you never invent one, you copy it exactly. Full rules for the tiles are in Section 03, and the card gets its own section, Section 09.
Setup
  1. Deal. The dealer takes 14 tiles; the other three players take 13 each. The wall-building and dealing procedure is in Section 05.
Pre-Game
  1. The Charleston. Pass 3 tiles at a time in a fixed sequence – right, then across, then left – trading away tiles you can't use. Jokers can never be passed. Full rules, including two optional extra rounds, are in Section 06.
Gameplay
  1. Take turns: draw one, discard one and name it. East goes first, then South, West, North, counterclockwise. On your turn, draw one tile, then discard one face-up and announce it out loud. Exception: East (with 14 tiles) discards on the first turn.
  2. Claim discards (optional). Claiming completes a group of three or more identical tiles – never a single tile or a pair. There are no sequences in this variant, unlike every other chapter in this book. Full rules in Section 07.
  3. Win. Your 14 tiles must exactly match one printed hand on the current card – that's the only check, no separate minimum to clear. The winner is paid the hand's printed value; at least one player always pays double. Full rules in Section 10.
03 · Tiles

What's on the table

American Mah Jongg uses the full three-suit, honour-tile base, plus flowers and jokers. This book calls the suits Characters, Bamboo, and Dots, matching every other chapter – American players usually call the first two Craks and Bams. Use whichever your table already knows; they're the same tiles.

Characters, Bamboo, Dots · 1081–9, four copies each.
Characters
· ×4 each
1 2 3 4 5 6 7 8 9
Dots
· ×4 each
1 2 3 4 5 6 7 8 9
Bamboo
· ×4 each
1 2 3 4 5 6 7 8 9
Winds & dragons · 28Four each of the winds and dragons. Each dragon is paired with a suit: Red with Characters, Green with Bamboo, White (almost always called the "Soap") with Dots. In year hands that spell out a date, the Soap doubles as a zero.
East ×4
South ×4
西
West ×4
North ×4
Red ×4
(with Characters)
Green ×4
(with Bamboo)
"Soap" ×4
(with Dots)
Flowers · 8Unlike the Asian sets, which split flowers and seasons into matched pairs, American uses eight identical, fully interchangeable flowers. Any flower is the same as any other. Kept in hand and played in any card hand that calls for flowers – not revealed and replaced like Asian bonus tiles.
Season 1
Season 2
Season 3
Season 4
Flower 1
Flower 2
Flower 3
Flower 4
Jokers · 8American's wild tile. Stands in for any natural tile, but only inside a group of three or more identical tiles: a pung, kong, quint, or sextet. Never a single, never part of a pair. A different mechanic from the Malaysian fei or the Vietnamese jokers; don't assume it follows their rules.
J
Joker ×8
Total: 152 tiles = 36 Characters + 36 Bamboo + 36 Dots + 16 winds + 12 dragons + 8 flowers + 8 jokers
04 · Building a Hand

Six groupings, and no universal shape

The goal. A winning hand is 14 tiles that exactly match one printed hand on the current NMJL card – not "four sets and a pair," the way every other variant in this book works. Different card hands use different combinations of the six groupings below, so there's no single shape to memorize. Between turns you hold 13; the 14th is the tile that completes your hand, whether you draw it yourself or claim it from a discard.

The six groupings
SingleOne tile. No joker allowed.
PairTwo identical tiles. No joker allowed.
PungThree identical tiles. Joker allowed.
KongFour identical tiles. Joker allowed.
QuintFive identical tiles. Joker allowed.
SextetSix identical tiles. Joker allowed.

A card hand is a specific combination of these – how many of each, and in which suits – adding up to 14 tiles. You copy the combination the card prints; you don't invent your own.

No sequences American Mah Jongg has no chows and no runs. You never build "1-2-3 of a suit." Every grouping is identical tiles, or a single – which is why claiming a discard is only ever to complete a group of three or more.
Concealed vs. exposed
Concealed (C)Must be completed without exposing any tiles – every group comes from your own draws. A joker exchange is still allowed, since swapping a joker exposes nothing.
Exposed (X)Lets you claim discards, turning each completed group face-up on your rack as you build.

Each hand printed on the card is marked C or X, telling you which rule applies before you start building toward it.

The joker, inside a hand
Only in groups of three or moreA joker can stand for any natural tile inside a pung, kong, quint, or sextet. It can never be a single or part of a pair.
Multiple jokers per groupAn exposed group may hold several jokers, as long as it contains at least one natural tile – the claimed tile – when you expose it.
All jokers when concealedA concealed group at Mah Jongg may legally be made entirely of jokers, since nothing was exposed. How jokers change hands mid-game is in Section 08.
Illustrative grouping – not a real card hand
99 555 西西西西 JJ
A pair, a pung, a kong, and a quint borrowing two jokers – 14 tiles. This is a structural illustration only, not a hand from any real card: NMJL's printed hands are the League's copyrighted work, so this book teaches you how to read a card rather than reproducing one. Jokers appear only in the quint here, never in the pair.
No win gate beyond the match itself If your 14 tiles match a card line, you win. There is no point or pattern threshold to clear on top of it – the whole check is whether the match is exact.

To win, your hand needs just one check

ShapeYour 14 tiles exactly match one printed hand on the current card: right groupings, right suits, right counts.
05 · Setup

Seats, wall, and the deal

SeatsHost starts as East at home games; in public games, everyone rolls two dice and the highest total is East. Play runs to the right (counterclockwise): East → South → West → North.
TABLEEASTDEALER / PIVOTSOUTH西WESTNORTH1234
Seating & play direction. East's panel is outlined in red with the starting dot and marked Dealer / Pivot. Numbers ①–④ follow the order of play, which runs to the right (counterclockwise): East, then South, then West, then North. American has no rotating prevailing-wind round of the East/South kind – instead the seats shift on a fixed schedule through the Pivot Player system (Section 11).
WallEach player builds a wall 19 stacks long, 2 tiles high: 38 tiles per side, 152 total. Four sections close into the square.
SOUTH – 19 stacks ×2 = 38 NORTH – 19 stacks ×2 = 38 WEST – 19 stacks ×2 = 38 EAST – 19 stacks ×2 = 38 closed square · 152 tiles
Wall build. Top-down view of the four wall sections forming the square. With East on the right, South sits at the top (next in turn order), West sits across, and North sits at the bottom, last before play returns to East. East's wall is marked in gold because the dealer's wall is served and broken first.
Serve & breakEast rolls both dice, then serves the wall: pushes its right end toward the center at about 45°. Counting in from that end by the dice total marks the break. Tiles left of the break are used first; tiles right of it are retracted to East's rack and served last, after every other wall is used up.
East's served wall (right end pushed toward center) BREAK used first – drawn starting from the break ① first last in this zone served last count in from the right end = the dice total
Break point. East counts in from the right end of the served wall by the dice total to set the break. Everything left of the break is drawn first (right to left); the short stack right of the break is retracted to East's rack and served last, after all other walls are exhausted.
No dead wallNo tiles are carved off as a reserve; play simply continues down the live wall until it runs out. One consequence worth flagging: declaring a kong earns no replacement draw here. You expose the four tiles and take your discard as normal.
DealSelection begins at the end of the served wall closest to the center. East selects first, 4 tiles at a time, then South, West, North in turn: three full passes until everyone holds 12. If East's wall runs out mid-deal, North (the next player clockwise) serves their wall, and selection continues from it.
read right → left (chronological order tiles leave the wall) · 3 full passes = 12 tiles each E E E E S S S S W W W W N N N N E E E E S S S S W W W W N N N N E E E E S S S S W W W W N N N N direction of dealing: right to left, one 4-tile stack at a time, E → S → W → N → E… (3 full passes = 12 tiles each)
Dealing, right-to-left stack pattern. Read right to left, the chronological order tiles leave the wall. Three full E-S-W-N passes give everyone 12 tiles (East's stacks outlined in gold); the finale below adds the last tiles.
the finale – 3 columns × 2 rows E W E S N dashed cell = blank, not drawn
American's finale, verified against the source procedure. Top row reads E, W, E; bottom row reads S, N, blank. East takes the top tile of stack 1 and the top tile of stack 3 (the two E's), reaching 14. South takes the end tile under stack 1, West takes the top tile of stack 2, and North takes the end tile under stack 2 – each reaching 13. The bottom-right cell is genuinely left untaken, not a colored tile.
Dealer = 14 tiles · South · West & North = 13 tiles each
Trap Almost everything moves to the right: deal selection and play order both run counterclockwise. The one moment it flips is when a wall runs dry – the next wall is served by North, clockwise.
06 · The Charleston

Passing tiles before the first discard

Before any tile is discarded, American plays the Charleston: passing unwanted tiles to improve everyone's hand. It's unique to this variant. First, organize your tiles on the sloped rack and pick out the card hands you might chase – there is no penalty for racking before others finish. Two firm rules throughout: jokers may never be passed, and all passed tiles travel face-down.

First Charleston – mandatoryThree passes of exactly 3 tiles: right, then across, then left. On the third pass (left) you may blind-pass 1, 2, or all 3 of the tiles you just received from your right, without looking at them, as long as your total pass is 3. You must not peek at the tiles you blind-pass.
Second Charleston – optionalPasses reverse: left, across, right (the blind pass moves to the final right). It can only be started after the first is fully complete. Any player may object without giving a reason, but must say so before anyone has looked at tiles from its first pass. Object in time and the table skips to the Courtesy Pass; object too late and the second Charleston becomes mandatory for everyone.
Courtesy Pass – optional, always lastOne final exchange directly across: each pair of opposite players may swap 0, 1, 2, or 3 tiles, the number set by whoever wants to pass the fewest. It happens even if the second Charleston was skipped, and each opposite pair decides independently.
YOU RIGHT ACROSS LEFT ① right ② across ③ left
First Charleston pass directions. Three mandatory passes of 3 tiles each: ① right, ② across, ③ left (blind pass allowed on the left). The optional second Charleston reverses these to left, across, right; the optional Courtesy Pass is a final across-only swap.
Heavenly & Earthly Hands If East already holds a complete winning hand before the Charleston begins, East may declare immediately – no Charleston is played, and it pays double as a self-pick. If East's hand completes at the close of any Charleston phase, East may declare then, also doubled; if it comes together mid-phase, that phase must finish first.

Once the first Charleston, the optional second Charleston, and the optional Courtesy Pass are done, every player holds their 13 tiles (East holds 14). The game officially begins when East makes the first discard.

07 · Playing a Turn

Draw, act, discard, react

Your turn

1 · Take a tileDraw the next tile from the live wall, or take your turn by claiming the previous discard.
2 · Action (optional)If Exposed, turn a completed pung, kong, quint, or sextet face-up on your rack – a kong earns no replacement draw. Perform a joker exchange (Section 08). Or declare Mah Jongg by self-pick, checklist first.
3 · DiscardPlace one tile face-up and name it clearly. Your turn ends; the reaction window opens.
Concealed groups stay hidden No need to declare or expose a concealed kong, quint, or sextet. American never announces a concealed group; it just sits in your hand until you reveal the whole hand at Mah Jongg.

Reactions to a discard

The window opens the moment a discard is named or hits the table, and closes when the next player takes their next tile and acts.

Claim for an exposureAny player may claim the most recent natural discard to complete a pung, kong, quint, or sextet, for an Exposed hand. Never for a single, a pair, or a visual-appeal grouping.
Declare Mah JonggClaim the discard if it completes your 14-tile card hand. Checklist first.
No chow calls There are no sequences in this game, so a discard is only ever claimed to complete a group of three or more identical tiles – never to build a run.
Priority: MAH JONGG > EXPOSURE CLAIM  ·  a discarded joker is dead the instant it's thrown  ·  two identical discards in a row: only the second is claimable
Simultaneous exposure claims Whichever claimant is next in turn order after the discarder wins – unless another claimant has already begun exposing tiles. A Mah Jongg claim always beats an exposure claim. An exposure itself can be rearranged freely until you discard or start a joker exchange, at which point it locks for the rest of the game.

Declaring Mah Jongg: the checks

① ShapeYour 14 tiles must exactly match one printed hand on the current card: the right groupings, right suits, right counts.
② GateNone. If the 14 tiles match a card hand, it's a legal win. Skip this check.
③ Blocked?Only a dead hand: an invalid exposure, a wrong tile count, an illegal claim, or a misnamed claimed tile not corrected before the turn ends. Any player may call it. A dead hand sits out for the rest of the round but still pays the winner in full at the end. If the death was caused by an invalid exposure, that exposure is returned to the player's rack; jokers sitting in any of that player's other, valid exposures stay on the table and can still be exchanged for by other players.
④ DeclareSelf-pick: announce, reveal, keep the winning tile visibly separate. Discard win: announce, reveal, leave the winning tile in the discarder's pool. Joker exchange: declare the instant the exchange hands you the winning tile, counted as self-pick.
Mah Jongg in errorA false declaration normally just makes that hand dead; everyone else plays on. Exception: if another player already exposed part of their own hand believing the game was over, the hand ends there, and the dealer pays double the supposed value to every player who did not expose their hand.
First-game sidebar Skip this penalty for your first game. Just play, and fix mistakes as they come.
08 · The Joker Exchange

Trading a natural tile for a joker on the table

On your turn, after drawing or after completing an exposure, you may swap a matching natural tile from your hand for a joker sitting in any exposed group, yours or an opponent's. You can do several in one turn.

How it worksAnnounce it, hand the natural tile to the exposure's owner, they hand you the joker. Place it in your rack, or declare Mah Jongg at once if it completes your hand, treated as self-pick.
RestrictionsYou cannot claim a discard to do a joker exchange; discards are only for exposures or for winning. You also cannot put a joker from your hand into an existing exposure. Starting an exchange, like discarding, locks all your own exposures for the rest of the game.
A discarded joker is deadThe instant a joker is thrown it can never be claimed, for an exposure or for a win. It's always safe to discard a joker.
09 · Reading the Card

Card literacy, not free-form skill

The card is published every year by the National Mah Jongg League (NMJL). It lists roughly fifty-plus hands, grouped into themed sections, each printed with a point value and a C/X designation. This is the real skill in American Mah Jongg – not building sets on the fly, but reading a printed line correctly and assembling exactly what it asks for.

How a line is built

A printed hand is a string of groupings – pairs, pungs, kongs, quints, sextets – that you reproduce exactly. The card sets how many of each grouping, and in which suits. Nothing is invented at the table; you either match a line or you don't.

C vs. X

Every line is marked Concealed (C) or Exposed (X). A Concealed line can't be built from claimed discards: every tile must come from your own draws or a joker exchange. An Exposed line can use claimed discards freely.

Suit rules

A line often allows the same shape in any one suit, or requires different suits for different groups. The card's own colors and notes tell you which – there's no single universal rule, so this is read off the card itself each year.

Three structural illustrations below show how differently a line can be shaped – none of them are real card hands; all are built only to teach the mechanics.

Illustrative grouping A – a standard-looking line, not a real card hand
222 555 888
Four pungs and a pair – 14 tiles, no jokers anywhere. This is the shape most people expect walking in from another chapter of this book, and American can absolutely produce it – it's just one of many legal lines, not the only one.
Illustrative grouping B – a year hand, not a real card hand
2 2 7
Four singles spelling out a year – 2, 0, 2, 7 – with the Soap standing in for the zero, since it's the one dragon with no printed number of its own. Real NMJL cards print a fresh year line like this every season; this exact one isn't from any of them. Singles never take a joker, which is why the year digits themselves always have to be the genuine tile.
Illustrative grouping C – quints and joker use, not a real card hand
99 555 西西西西 JJ
A pair, a pung, a kong, and a five-tile quint borrowing two jokers – 14 tiles. Quints and sextets only exist because jokers can stretch a group past four identical tiles; the set doesn't hold five or six real copies of anything on its own. Jokers appear only in the quint here, never in the pair.
On the card itself The actual printed hands change every year and are the League's copyrighted work, so this book never reproduces them. It teaches you how to read a card; to play, you buy the current one from the NMJL.
10 · Settlement

The printed value, doubled or redoubled

Direct payout: no starting point pool, no running bank. Each hand settles immediately when it ends. The value of a win isn't calculated from patterns; it's simply the point value printed beside that hand on the card. The only rule layered on top is the doubling below: at least one player always pays double, and a fully jokerless win can double again.

Read the base value straight off the card line you matched. Then check one thing: were any jokers showing in your hand at the moment you declared? A winning hand exposed with no jokers doubles again, up to four times the base – judged purely on the tiles showing at declaration, so exchanging a joker out before winning still counts as jokerless. This bonus does not apply to hands in the card's Singles and Pairs section, since those values already assume no jokers are allowed.

Who pays

Win typeDiscarder settlesEveryone else settles
By discard2× base1× base
Self-pick / joker exchange– no discarder2× base, all three
By discard, jokerless4× base2× base
Self-pick, jokerless4× base, all three
Two rules to remember At least one player always settles double. And a player whose error forces them to cover all three shares alone at 4× is said to be "paying for the table."
Worked example · discard win, base 25, jokers used
Discarder settles2× base = 50
Each other player settles1× base = 25
Winner receives50 + 25 + 25 = 100
Worked example · self-pick, base 30, jokers used
Each of the three players settles2× base = 60
Winner receives60 × 3 = 180
Dead hands settle too A player whose hand was declared dead still settles with the winner for the full calculated value announced. They are not exempt.
Optional – a table stake Tables that want to track a stake can agree a simple rate before play starts. The point total converts directly into that stake. This is a table convention layered on top of the point values, not a rule of the game.
11 · The Full Game

Rounds, ranking, and the finish

Dealer rotationAfter every game – a Mah Jongg win or a wall game – the East seat rotates one position counterclockwise: South becomes the new East, West becomes South, North becomes West, the old East becomes North. There's no exception for East winning, and no dealer repeat of any kind.
Wall game (the draw)If the live wall is exhausted with no one declaring Mah Jongg, the hand ends as a wall game: no winner. No payments change hands. The deal still rotates exactly as it would after a win.
Round structure – the Pivot PlayerAmerican has no East/South prevailing-wind rounds. The initial East is the Pivot Player. A round is four games; after every four games, the Pivot physically swaps seats with the player on the Pivot's right. The other two players don't move. The Pivot keeps the dice and begins the new round.
Two rotations, don't confuse themThe deal (the East label) passes right after every single hand, without anyone moving. The Pivot seat-swap happens only once every four hands, and is a real change of chairs, but only between the Pivot and the player to the Pivot's right. They run on different clocks.
AbortsNone: no nine-terminals, no four-winds, no equivalent. A hand only ends without a winner when the live wall is exhausted.
Session endNo fixed number of rounds ends a session. Play continues, Pivot round after Pivot round, until the table agrees to stop – commonly after an agreed number of rounds or a set time.
RankingWhoever holds the most chips, or the highest point tally, when the session ends comes out ahead. No formal tiebreaker; settle a tie however the group prefers.
Frequently Asked

Questions players actually ask

Is there a minimum score or pattern requirement to win, like other variants?

No – American has no point or pattern threshold at all. If your 14 tiles match a hand printed on the current NMJL card, that's a legal win, full stop. Nothing to count or clear beyond the match itself.

What happens to a player whose hand is called dead?

They sit out for the rest of the hand – no more drawing, no more discarding. If the death is called right after they've drawn or claimed on their own turn, they simply don't discard; the turn passes on without them. If the death was caused by an invalid exposure specifically, that exposure gets pulled back onto their rack (it stops counting as exposed) – but any jokers sitting in the rest of their valid exposures stay on the table and can still be claimed by other players via joker exchange.

Does a dead player still have to pay if someone else wins?

Yes – this is easy to miss. A dead hand still pays the eventual winner the full announced value at the end of the hand, exactly like everyone else at the table. Being dead only takes away your own chance to win; it doesn't excuse you from paying.

Is American's Earthly Hand the same idea as in other variants?

Not quite, and worth knowing if you've read another chapter in this book first. In most other variants, an Earthly Hand means a non-dealer winning off the dealer's very first discard. In American, it's specifically about East: East completing a winning hand at the close of any Charleston phase. Only East can declare either a Heavenly or Earthly Hand here, since only East ever holds 14 tiles. And if East's hand comes together mid-Charleston rather than at the end of one, East can't stop and declare early – the Charleston has to run to completion first, and East only declares if the hand still stands once it's over.

What's “paying for the table”?

It's what happens when a player's own error forces them to cover all three other shares alone, at 4× the hand's value, instead of the settlement being split normally across the table. It's the steepest of American's payment scenarios, reserved for genuine mistakes rather than normal wins.

Why does it feel like there are two different rotation systems in American?

Because there are, and the chapter flags this directly as easy to confuse. The deal (who's labeled East) passes one seat to the right after every single hand, no exceptions – even if East just won. Completely separately, the Pivot seat-swap happens only once every four games: the Pivot player physically swaps chairs with the player to their right, while the other two players don't move at all. One is a label that moves every hand; the other is an actual seat change that happens a quarter as often. They run on entirely different clocks.

This is a guide to American Mah Jongg, built from How_to_Setup_American_Mahjong.pdf, with the National Mah Jongg League named as the authority on the card itself.

Spot something off?

Played it differently at your table, or think there's a more common way to run a rule? Let us know – genuinely appreciated, and repeated feedback can shape a revision.