These steps follow official NMJL gameplay order, and are structured to build knowledge gradually so beginners don’t feel overwhelmed.
Our recommended steps:
Step 1: Learn to Identify Every Tile Type
The first and most foundational step to learning American Mah Jongg is memorizing all tile types instantly. You cannot read the NMJL card or make gameplay decisions if you struggle to name your tiles.
- Number suits (3 suits, 36 tiles each): Dots (circles), Bams (bamboo), Craks (characters), each numbered 1-9 with 4 copies per number.
- Honor tiles: 4 Winds (North, East, West, South) and 3 Dragons (Red, Green, White), 4 copies each.
- Flower tiles: 8 total, marked with flower or seasonal artwork. They count as suitless tiles and work across all hand categories.
- Joker tiles: 8 total wild tiles, the most powerful tiles in the game.
Spend 10-15 minutes sorting and naming tiles before your first game. This small investment will cut your decision time in half during actual play.
Step 2: Master the Basics of the NMJL Card
The NMJL card is the rulebook, strategy guide, and scoring sheet all in one — it is the core of American Mah Jongg. Every valid winning hand is listed on this annual card, and no hand outside the card counts as a win.
For beginners, focus on these 4 key elements first:
- Hand categories: Hands are grouped by themes (13579 odd numbers, 2468 even numbers, Consecutive Runs, 369, Winds & Dragons, etc.).
- Tile group notation: 2 identical tiles = a pair; 3 = a pung; 4 = a kong; 5 = a quint. Spaces between number groups separate different tile sets.
- Concealed (C) vs Exposed: Exposed hands let you call discarded tiles to build groups; Concealed hands require you to draw every tile yourself, but award higher points.
- Point values: Each hand has a score on the right side. More difficult hands have higher point values.
You do not need to memorize the card. Keep it open in front of you for all of your first 10-20 games.
Step 3: Learn Official Joker Rules
Jokers are the most powerful tiles in the game, and also the source of 70% of beginner rule mistakes. Memorize these core rules before playing:
- Valid uses: Jokers can substitute any tile in a pung, kong, or quint (groups of 3, 4, or 5 identical tiles).
- Invalid uses: Jokers can NEVER be used in pairs or single tiles. They also cannot be passed during the Charleston phase.
- Joker exchange: If another player has an exposed Joker on their rack, you can exchange the natural tile it represents to take the Joker for your own hand.
- Discarded Jokers: A discarded Joker is always safe — no player can call it for any reason.
Step 4: Set Up the Game & Build the Wall
Once you know your tiles and core rules, you’re ready to set up your first game.
- All players sit around the table, with each player assigned a wind position (East is the dealer).
- Each player builds a wall of tiles in front of their rack: 19 tiles wide, 2 tiles high, for 38 tiles total per player.
- Push the four walls together to form a square in the center of the table.
- The dealer rolls the dice to determine where to break the wall and start dealing tiles.
Step 5: Deal Tiles & Complete the Charleston
- Dealing: Each player draws tiles counterclockwise from the wall until everyone has 13 tiles. The dealer (East) gets 14 tiles to start.
- The Charleston: This mandatory pre-game tile pass is unique to American Mah Jongg. Players pass 3 unwanted tiles in this fixed order:
- First pass: 3 tiles to the player on your right
- Second pass: 3 tiles to the player across from you
- Third pass: 3 tiles to the player on your left
- Optional second Charleston: All players must agree to repeat the full pass sequence.
This is the stage where you start narrowing down which hand on the NMJL card you want to build.
Step 6: Start Core Gameplay: Draw, Call, Discard
After the Charleston, regular turn-based play begins, starting with the dealer discarding one tile. On each turn:
- Draw a tile: Take one tile from the end of the wall, or call a discarded tile from another player.
- Call tiles (for exposed hands only): If a player discards a tile you need for an exposed pung/kong/quint, call it immediately, expose the full group on your rack, and discard one tile from your hand.
- Discard a tile: End every turn by discarding one tile face-up in the center of the table, and say the tile’s name clearly.
A call for Mah Jongg (winning) always takes priority over calls for regular groups.
Step 7: Build Your Hand to Match the NMJL Card
Your goal throughout the game is to build a complete 14-tile hand that exactly matches one hand on the current NMJL card.
- As a beginner, start with simple, low-point exposed hands. They are far easier to complete and let you practice core mechanics without frustration.
- After the Charleston, pick 1-2 target hands from the card and focus only on those. Trying to build too many hands at once is the #1 cause of scattered, unplayable racks for new players.
Step 8: Declare Mah Jongg & Verify the Win
When you draw or are dealt the final tile to complete your target hand, follow these official steps:
- Call “Mah Jongg!” immediately, before the next player draws a tile. If you wait too long, you lose the right to claim the win.
- Expose your full hand so all players can verify.
- All players cross-check your tiles against the NMJL card. If the hand matches exactly, you win the round.
- If the hand does not match the card, your hand is declared “dead” and you sit out the rest of the round.