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How to Play American Mahjong: One Rule System, Start to Finish

A companion site for an upcoming beginner's book that takes a complete beginner from an unopened box to a real table — tiles, the Charleston, scoring, and a full game.

Full 152-tile chart from the book, grouped by family.

Why One Rule System

American Mahjong is played several genuinely different ways around the world. Learning three rule systems at once, from three different sources, is the fastest way to get confused at an American table.

This book teaches American-style Mahjong rules only. No Chinese, Riichi, or regional-diaspora rules are mixed in.

Every diagram in the book uses one tile set and one notation system, taught in Chapter 3, so a hand written on page 40 reads the same way on page 200. The book teaches the game underneath any specific year's card of standing hands, so what you learn transfers to whatever card your own table plays with.


Quick Reference: What's In the Box

A complete American Mahjong set holds 152 tiles:

FamilyWhat's in itCount
Dots, Bams, Craks1–9, four copies each, three suits108
DragonsRed, Green, White — four copies each12
WindsEast, South, West, North — four copies each16
Flowerseight, each one different8
Jokerseight, all identical8
Total152

A complete hand is four groups and a Pair — fourteen tiles.

The seven honor tile faces: Red Dragon, Green Dragon, White Dragon, East, South, West, North.
Figure from the book's interior: the seven honor tile faces — three Dragons and four Winds.

Tile Basics: The Three Suits and the Honor Tiles

i
Free reference excerpt, adapted from the book's Chapter 1 and Chapter 4 — not the complete rules. The book teaches the full system, start to finish.

Every number tile belongs to one of three suits, and each suit runs 1 through 9, four copies of every number.

SuitWhere the name comes from
DotsNickname for the round pips printed on the tile. Some tables call it Circles — this reference uses Dots.
BamsShort for Bamboo. Shows a row of narrow vertical shapes, except the 1-bam, which usually shows a bird instead.
CraksShort for Character. Shows a printed numeral, with a matching Chinese numeral symbol below it.

Honor tiles don't belong to a number suit: three Dragons (Red, Green, White — the White Dragon is usually left blank or shows a plain border, sometimes nicknamed Soap) and four Winds (East, South, West, North), four copies each. Two more families round out the 152-tile set: Flowers (eight tiles, each one unique — picking one up earns a replacement draw) and Jokers (eight tiles, wild, standing in for other tiles inside a hand).

All eight Flower tiles shown as distinct designs, and all eight Joker tiles shown as identical printed faces.
Figure from the book's interior: the Flower and Joker tile chart.

Quick Rules Overview: The Charleston, Turns, and Winning

The Charleston is the tile-passing sequence that runs after the deal and before the first turn, always the same order:

PhaseOrderRequired?
First CharlestonRight, Across, LeftAll three mandatory
Second CharlestonLeft, Across, Right (reversed)Only Left is mandatory; the table votes on Across and Right
Courtesy passafter the Second Charleston finishesOptional — two players trade an equal number of tiles, up to three each
Blind passruns lastOptional — tiles pass face down, unseen by the passer

One tile never leaves your hand in any of these passes: the Joker. It is never passed during the First Charleston, the Second Charleston, or the Courtesy pass.

Chart tracking all eight Charleston passes at a four-player table in order, with arrows for each pass's direction and the Courtesy and Blind passes marked as optional.
Figure from the book's interior: every Charleston pass, in order, at one real table.

Once the Charleston ends, play moves in a cycle: draw a tile from the Wall, then discard one, dropping back to thirteen. A Pung or Kong can be called by any player; a Run can only be called by the player whose turn comes next.

A hand is won one of two ways, and the way you won it decides who pays:

1

Self-draw win

You complete your hand with a tile you drew yourself from the Wall. Every other player pays double the hand's base point value.

2

Discard win

You complete your hand by calling a tile another player discarded. That player pays double the base amount; the other two players each pay the base amount once — not zero.

The four-row point-value decision ladder: an all-honor hand at 75, a single-suit hand at 100, a concealed mixed hand at 50, and the same hand exposed at 25.
Figure from the book's interior: the point-value ladder from Chapter 8.

What's Inside the Book

Fourteen chapters, built to be read in order once and then opened at random forever after.

1–8

The teaching chapters

Meet the Tiles, The Table and the Deal, Reading the Card, The Charleston, Turns Discards and Calling, Jokers, Choosing and Building Your Hand, Scoring and the Kitty — each one teaches one thing and hands it to the next.

9,12

The game chapters

Guided Play and One Whole Game stop and ask what you'd do before telling you what happened.

10,11,13

Table skills

Hosting Game Night, Reading the Table, and Your First Real Game.

14

Reference

Appendix and Glossary — the part built to be torn out, photographed, or propped up at the table.

1. Meet the Tiles
8. Scoring and the Kitty
2. The Table and the Deal
9. Guided Play
3. Reading the Card
10. Hosting Game Night
4. The Charleston
11. Reading the Table
5. Turns, Discards and Calling
12. One Whole Game
6. Jokers
13. Your First Real Game
7. Choosing and Building Your Hand
14. Appendix and Glossary

Get in Touch

If a question comes up while you're at the table, or you just want to tell me how your first real game went, write to me directly — I read every message myself. — Allen S.C. Choi

A dedicated contact address for this site is not live yet: [CONTACT EMAIL — coming soon]

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