Mahjongg School Feedback

Learn to play

Short lessons for someone who has never played. Each one takes about four minutes.

Start the first lesson Play a game with the Coach helping

Read the rules instead · Sign in and we'll remember where you stopped.

The suggested order

Take them in this order if you are new; any order if you are not. Nothing is locked. To keep the rules at the table, print the quick reference.

1

American Mah Jongg basics

The tiles, the four players, who is East, the wall, the deal and the goal. Start here.

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  1. The tiles
  2. Sort the tiles by suit
  3. Who is East, and the wall
  4. The deal
  5. Find East's rack
  6. Play, and how you win
4 minutes, 6 steps
8

Jokers

Taking a joker back with the real tile, a thrown joker, and the tiles a joker can never stand for.

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  1. Taking a joker back
  2. Can you take this joker?
  3. Two more joker rules
  4. A thrown joker
  5. Which one is allowed?
3 minutes, 5 steps
9

Winning and paying

How you win, who pays what, and what happens when the wall runs out.

Start the lesson

  1. How you win
  2. Is this a win?
  3. Who pays what
  4. What does each player pay?
  5. When the wall runs out
3 minutes, 5 steps

Read next

The lessons teach the rules and the table. These say how the game is played well.

American Mah Jongg strategy, from the deal to the last tile

The habits that win hands, in the order a hand asks for them: reading the card for your tiles, passing, the first five turns, choosing and changing a line, when to call, jokers, and when to stop attacking and defend.

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How to read the card

The card is written in a notation nobody explains. Here is what every line is telling you, and how to find the two or three lines your tiles are already close to.

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The Charleston in American Mah Jongg, and what to pass

The mahjong Charleston explained: three tiles right, across and left, all at once, then the optional second Charleston and the courtesy pass. The rules, blind passes, and the one habit that makes it work for you.

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When to call a discard

Any player may claim a discard, which is what makes the game American. The claim also locks you in. When it is worth it, and when it is a trap.

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Jokers, and the edges of the rules

Eight jokers: they make three of a kind or more but never a pair, with allowed and not-allowed examples in tiles, how to swap one off another player's rack, and why a thrown joker is dead.

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Defensive play, and knowing when you are dead

The discarder pays double. Reading the exposures, counting the visible tiles, and the one calculation that tells you to stop attacking.

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The first five turns, and what they are for

The opening is not about winning. It is about staying able to win. What to throw, what to hold, and the two mistakes that cost most beginners the hand before anyone has exposed anything.

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Choosing a line, and when to change it

How to pick the hand you are building from what you already hold, how to tell when it has died, and how to move to another one without wasting the tiles you kept.

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