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.
American Mah Jongg basics
The tiles, the four players, who is East, the wall, the deal and the goal. Start here.
- The tiles
- Sort the tiles by suit
- Who is East, and the wall
- The deal
- Find East's rack
- Play, and how you win
The tiles
The three suits, four of every tile, the winds and dragons, the flowers and jokers: all 152.
- The three suits
- Find the 1 Bam
- Four of every tile
- Make four of a kind
- Winds and dragons
- Which dragon goes with Dots?
- Flowers, jokers, and all 152
- Sort the tiles that have no number
Pairs, three of a kind, and more
The groups every hand is made of, where a joker can go, and how a hand adds up to 14.
- Groups of the same tile
- Which is three of a kind?
- Where a joker can go
- Which one is allowed?
- Make five of a kind
- A hand adds up to 14
- Which is a whole hand?
Reading a Mah Jongg card, part 1
How the card writes a hand, what its colours mean, and where a joker can go. You build each hand.
- How the card writes a hand
- Finish the hand
- One colour means one suit
- Build it in Craks
- Two colours mean two suits
- Build a hand in two suits
- Jokers
- Finish it with a joker
- Find the mistake
Reading a Mah Jongg card, part 2
Dragons, the White Dragon, winds, runs that start on any number, and what a hand pays. You build each one.
- D is a dragon
- Finish the dragons
- 0 is the White Dragon
- Finish the second 2026
- N, E, W and S are the winds
- Finish the winds
- Some hands start on any number
- Build 4, 5, 6
- What a hand pays, and C for concealed
- Taking a thrown tile
- Which hand is this?
The Charleston
Before the first turn, everyone passes tiles: the passes, the blind pass, the courtesy pass, and what to pass.
- Right, across, left
- Where does the first pass go?
- The blind pass
- Which pass may be blind?
- The second Charleston and the courtesy pass
- How many tiles go across?
- What to pass
- Which three would you pass?
A turn: draw one, throw one
How play goes round the table, calling a thrown tile, and the tiles nobody takes.
- Draw one, throw one
- Who goes after you?
- Calling a thrown tile
- Can you call it?
- And this one?
- A thrown tile nobody takes
- Too late?
Jokers
Taking a joker back with the real tile, a thrown joker, and the tiles a joker can never stand for.
3 minutes, 5 stepsWinning and paying
How you win, who pays what, and what happens when the wall runs out.
3 minutes, 5 stepsReading your own rack
How to look at thirteen tiles and pick a hand to build.
- Suits together
- Your pairs and three of a kinds
- The card list does the counting
- The numbers
- Change your mind
- Turn the help down
Using this table
Where everything is on the screen.
- Your tiles are along the bottom
- Where everyone is sitting
- A colour for each player
- The card is on the right
- The log
- The wall
- The Menu, and the card
- Nothing is timed
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.
Read itHow 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.
Read itThe 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.
Read itWhen 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.
Read itJokers, 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.
Read itDefensive 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.
Read itThe 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.
Read itChoosing 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.
Read it