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2026 NMJL Card

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Mahjong 101

Learn Mahjong from scratch

Eight simple steps from zero to your first Mahj. No experience needed — we'll explain everything like you're 10 years old.

01

Step 1 of 8

What is American Mahjong?

A tile-matching game with friends

American Mahjong is a game for 4 players. You play with 152 tiles — little rectangles, like dominoes but thicker. Everyone gets 13 tiles, and your job is to collect tiles that match one of the winning "recipes" on a special card. Think of it like following a recipe to bake a cake — you need exactly the right ingredients. The first person to complete their recipe calls out "Mahj!" and wins the round. It's like Rummy, but with tiles instead of cards, and way more fun.

The Official Rules

NMJL standard — everything you need at a glance

The Tiles

  • 152 tiles total — 3 suits (Bams, Craks, Dots) numbered 1–9 with 4 of each
  • Winds (N, E, W, S) — 4 of each
  • Dragons (Red, Green, White/Soap) — 4 of each
  • 8 Flowers (all interchangeable) + 8 Jokers (wild for sets of 3+, never pairs/singles)

Players & Objective

  • 4 players — play goes counterclockwise (to the right)
  • Be the first to complete a 14-tile hand matching the NMJL card
  • Call out "Mah Jongg!" to win the round
  • A new card is published each year — learn it fresh every January

Setup & Dealing

  • All players roll dice — highest roll becomes East (the dealer)
  • Shuffle tiles face-down; each player builds a wall 2 high × 19 stacks long
  • East rolls again; count that many stacks counterclockwise from the right end to break the wall
  • East gets 14 tiles, everyone else gets 13 — dealt in groups of 4 (two stacks at a time)

Calling a Discard

  • Call a discarded tile only if it completes a Pung (3), Kong (4), or Quint (5)
  • Called sets are exposed face-up and locked — you can't change your hand after
  • You may also call to complete your winning hand (declare Mah Jongg)
  • Play continues counterclockwise from the caller, skipping players in between

Winning

  • When 13 tiles + drawn/called tile = a complete card hand, declare "Mah Jongg!"
  • All players verify your hand against the card
  • False Mahj: if your hand doesn't match, you pay a penalty to all players
  • Wall game: if tiles run out with no winner, no one wins — deal passes right

These rules follow the National Mah Jongg League (NMJL) standard. Always confirm house rules with your group before play — some groups add penalties for miscalled tiles, dead hands, or false Mah Jongg.

02

Step 2 of 8

Meet the Tiles

Your 144 pieces, explained

You've got three suits, some special tiles, and wild cards. Here's the whole family — every tile type you'll see on the table.

Bams (Bamboo)

Sticks numbered 1–9. Four of each.

Craks (Characters)

Chinese writing + a number, 1–9. Four of each.

159

Dots (Circles)

Circles numbered 1–9. Four of each.

Winds

North, South, East, West. Four of each.

NSEW

Dragons

Red, Green, and White. Four of each.

Flowers

Pretty tiles. Trade them in for new tiles.

Jokers

The ultimate wild card. Can be ANY tile!

JOKERJOKER
03

Step 3 of 8

Set Up the Table

Build the wall, roll dice, deal the tiles

1

Shuffle & Build the Wall

Everyone shuffles all 144 tiles face-down — get 'em good and mixed! Then each player builds a "wall" — a stack of tiles, two rows high, pushed together in the middle to form a square.

2

Roll for Dealer

Each player rolls the dice — the highest number becomes the dealer, called "East." Ties? Roll again! East is the boss of the round.

3

Break the Wall

East rolls the dice a second time to decide where to "break" (split) the wall. Count that many tiles from the right end of East's wall and lift them out. That gap is where dealing begins.

4

Deal the Tiles

East deals 14 tiles to themselves and 13 to each other player, going counterclockwise. Line your tiles up on your rack, standing up, facing you. Nobody else can see your tiles!

The East Bonus

East has higher risk and higher reward: if East wins the hand, they get paid DOUBLE — and they stay as East for the next hand. The deal only passes to the right when someone else wins.

04

Step 4 of 8

The Charleston

Pass tiles, shake things up

The Charleston is a special tile-passing ritual before real play begins. It's the most important strategic moment of the whole game — it can make or break your hand. The tiles you start with are random, but the Charleston gives you a chance to trade away tiles you don't need and pick up ones you do. It happens in two rounds.

Round 1 — The First Charleston

Pass 3 to the right

Pick 3 tiles you don't want. Pass them face-down to the player on your right.

Pass 3 across

Pick 3 more. Pass them to the player across from you.

Pass 3 to the left

Pick 3 more. Pass them to the player on your left.

After each pass, pick up what was passed to you and add it to your rack before choosing your next 3.

The Blind Pass (Optional)

After the third pass of Round 1, you can do a "blind pass" — instead of passing tiles you chose, you pass tiles you just received without even looking at them. It's a gamble, but sometimes it pays off!

Round 2 — The Second Charleston

Pass 3 to the left

Now we reverse direction! Pick 3 and pass left.

Pass 3 across

Pick 3, pass across.

Pass 3 to the right

Pick 3, pass right.

The Courtesy Pass (Optional)

After both rounds, any two players who agree can swap 0 to 3 tiles across the table. It's a final chance to fine-tune your hand.

Why it matters

The Charleston is when you decide your strategy. Going for a Bam-heavy hand? Pass away your Craks and Dots. See Flowers coming your way? Switch to a Flower recipe. Pay attention to what others pass you — it hints at what they're collecting (and what's safe to discard later).

Master the Charleston
05

Step 5 of 8

Sort Your Hand & Read the Card

Get organized and pick your goal

Part 1 — Sort Your Hand

Arrange your tiles by suit — all Bams together, all Cracks together, all Dots together, then Winds, Dragons, and Flowers/Jokers at the end. A tidy rack helps you see what you've got at a glance. Think of it like organizing your closet by color.

A sorted hand of 13 modern mahjong tiles on a rack, grouped by suit

Part 2 — Read the Card

The card is a list of winning "recipes." Each recipe shows exactly which tiles you need to collect. It's organized by categories and colors. Here's how to read it:

The Colors Mean Something:

Blue hands — Build these using tiles you draw AND tiles you claim from discards.

Green hands — "Concealed." Build entirely from your own draws — no claiming! Harder, worth more.

Red hands — Special hands, often with unique patterns. Read carefully!

The Notation (your recipe language):

5 BamA single tile — one 5 of Bam
FFTwo Flowers
XJoker (wild card — can be anything)
2345A run of consecutive tiles in one suit
DDTwo Dragons (type is specified)

How to Pick Your Recipe:

  1. 1.Look at what you have the most of (lots of Bams? Look at Bam-heavy hands)
  2. 2.Check if you have matching Winds or Dragons
  3. 3.Count your Jokers — more Jokers = more options
  4. 4.Find a recipe your tiles are closest to completing
  5. 5.You CAN switch recipes mid-game if better tiles come along!

Example Recipe:

11 22 333 4444 FF = a pair of 1s, a pair of 2s, three 3s, four 4s, and two Flowers. Match those tiles and you've got Mahj!

Learn the full 2026 Card
How to Play

Now let's actually play

06

Step 6 of 8

Your Turn: Draw & Discard

The heartbeat of the game

Play goes counterclockwise (to the right). On your turn: 1) Draw one tile from the wall. 2) Now you have 14 tiles — look at all of them. 3) Discard one tile face-up in the middle, and say its name out loud: "Five Bam!" You always draw one and discard one — keeping 13 tiles in your hand. The discarded tiles pile up in the middle, and other players can grab them! Your goal with every draw is to get closer to your recipe.

07

Step 7 of 8

Claiming a Discard

Steal a tile you need

If someone discards a tile you need, you can "call" it — but only if it completes a set. A Pung is 3 of the same tile (like three 5 Bams). A Kong is 4 of the same tile. A Quint is 5 of the same tile (needs a Joker). When you call a tile, you must show (expose) that set face-up on your rack. The catch? Once you expose tiles, everyone can see part of your plan — and you can't change your recipe after that. Calling also skips other players' turns, so it shakes up the turn order.

08

Step 8 of 8

Declare Mahj!

You win!

When your 13 tiles + 1 drawn tile = a complete recipe from the card, you're done! Set your tiles down face-up and shout "Mahj!" Everyone checks your hand against the card. If it matches — you win! The loser pays the winner chips (or quarters, or whatever you play for). If it doesn't match... that's called a "false Mahj" and there's a penalty. So make sure before you call it!

The 2026 Card

Reading the card, inside & out

The American Mahjong card is your menu of winning hands — and it changes every year. Here's your complete guide to the 2026 edition: notation, sections, strategy, and how to choose the right hand from any deal.

What is the card?

The National Mah Jongg League (NMJL) publishes an official card every spring listing every legal winning hand for the year. Think of it as the rulebook for what your 14 tiles need to look like to declare Mahj. The 2026 card replaces the 2025 card entirely — old hands are retired, new ones debut, and familiar patterns shift in value.

You can't play American Mahjong without the current card. Every player at the table references the same card, so everyone is racing toward hands from the same menu. The skill isn't just building a hand — it's choosing the right hand from the options the card gives you.

Card at a glance

  • Published annually by the NMJL each spring
  • ~50+ winning hands organized into sections
  • Each hand has a value — higher value = bigger payout
  • The 2026 card is valid through March 2027
Card Notation

Decoding the symbols

The card uses shorthand symbols to describe each hand. Learn these six and you can read any hand on the card. Tap each one to see an example.

What the colors mean

Reading suit requirements at a glance

Key insight: The colors printed on each hand tell you how many suits to use — not which suits. One color means one suit only; two colors means exactly two suits; three colors means all three suits must appear. Which specific suits you pick is always your choice based on what you draw.

One color

Single-suit hand

When a hand is printed in only one color (all the tile symbols look the same shade), every numbered tile must come from the same suit. You choose which suit — Bams, Craks, or Dots — but you can only use one.

All tiles in one suit — e.g., all Bams, or all Craks, or all Dots.

Two colors

Two-suit hand

When a hand uses two colors, you must use exactly two of the three suits. The colors tell you which groups belong to which suit — matching colors must be the same suit, but different colors must be different suits. Which two suits you pick is up to you.

Some tiles from one suit and the rest from a second, different suit.

Three colors

Three-suit hand

Three colors means all three suits — Bams, Craks, and Dots — each appear in the hand. Each color group maps to a different suit; no two colors can be the same suit.

Tiles split across Bams, Craks, and Dots — all three represented.

Card Sections

The eight categories

The 2026 card is organized into sections by hand type. Knowing the sections helps you scan quickly during play — "I have lots of evens, check 2468" or "I have honors, check Winds & Dragons."

The 2026 Year Hand

Every card opens with a hand that spells out the current year — 2026. These hands use the numbers 2, 0, 2, 6 arranged across suits and honors. They're the card's signature and a fan favorite.

2468 — Even Numbers

Pungs and kongs built only from even-numbered tiles: 2s, 4s, 6s, and 8s. No odds allowed. A pair of Flowers typically anchors the hand.

Consecutive Runs

Sequences like 1-2-3, 4-5-6, 7-8-9 across one, two, or three suits. The most flexible category — great for beginners and pivot-friendly mid-game.

13579 — Odd Numbers

Only odd-numbered tiles: 1s, 3s, 5s, 7s, 9s. Mirrors the 2468 section but with odds. Often paired with a Dragon or Flower pair.

Quints

Five of a kind — four real tiles plus a Joker. The highest-value section on the card. Commit only when the tiles are clearly flowing your way.

Winds & Dragons

All-honor hands — no suits at all. Built from pungs and kongs of Winds and Dragons. Hard to assemble but pays well, and Jokers slot in perfectly.

369 — Multiples of Three

Only 3s, 6s, and 9s across suits. A narrow but rewarding category — track every 3, 6, and 9 in the discard pile religiously.

Singles & Pairs

Hands built primarily from pairs rather than pungs or runs. Tricky because Jokers can't substitute in a pair — you need the real tiles.

The 2026 Year Hand

Spelling the year in tiles

Every card opens with a hand that spells the current year. The 2026 hand uses tiles valued 2, 0, 2, and 6 — with Dragons (which have no number) often standing in for the "0." It's the card's signature: a hand only this year's card can offer.

Illustrative example (not an official card hand)

2
2's
Dragon (0)
2's
666
6's
Pair

This is an illustrative example — not an official card hand. The real 2026 year hand will use 2-0-2-6 in a specific arrangement the NMJL designs. The concept: spell the year using tile values, with Dragons often standing in for '0.'

Key Distinction

Concealed vs. Exposed

Every hand on the card is marked as either concealed or exposed. This single label changes everything about how you play it.

Exposed Hands

You can claim discards to build exposed sets — pungs, kongs, and quints placed face-up on the table. Faster to build, but opponents see exactly what you need and can play defense against you.

JOKER
Example

Concealed Hands

Everything stays hidden until you declare Mahj. You can't claim discards for these hands — every tile must be self-drawn. Slower and harder, but they pay more and keep opponents blind.

123
Example
Decision Framework

How to choose your hand

The card gives you options — your job is picking the right one. Follow this four-step framework every round.

01

Assess Your Deal

After the Charleston, count your jokers, Flowers, and pairs. Do you have natural pungs forming? Multiple tiles in one suit? That's your starting direction.

02

Scan the Card

Flip through the card sections. Which hands could your current tiles build toward? Identify two or three feasible options — never just one.

03

Pick & Commit

Choose the hand with the most viable path. Once you commit, stick with it — constant switching is how hands die. Have one backup in mind for a fast pivot.

04

Track & Adjust

Watch the discards every turn. If key tiles go out, pivot to your backup. If the wall is feeding you, stay the course. Flexibility within commitment.

How to study the 2026 card

  • Read the card front-to-back before every game for the first month. Muscle memory builds fast.
  • Group the card by section in your mind: Year, 2468, Runs, Odds, Quints, Winds/Dragons, 369, Singles.
  • Memorize the value (cost) of each hand — knowing which hands pay double changes your risk calculus.
  • Practice identifying feasible hands from a random deal. Deal yourself 13 tiles and find three options.
  • Learn the notation cold: X, F, D, parentheses, asterisks. If you can't read the symbols, you can't read the card.
  • Keep last year's card handy to compare — the NMJL changes ~30-40% of hands each year, but patterns repeat.

Ready to practice what you've learned?

Dive into strategy
Mahjong 102

Beyond the basics — play to win

You know how to set the table. Now learn the strategy that turns a friendly game into a little healthy competition.

Mahjong game in progress — a hand considers its next discard

The art of the discard

Every throw is a clue. Learn to read the table.

American Mahjong is equal parts luck and skill — and the skill is where the joy lives. The card changes yearly, but the instincts that separate a good player from a great one don't: patience, timing, and knowing when to go for it versus when to play safe.

Below are the six pillars of advanced play. Read them, practice them, and watch your win rate climb — or at least your reputation as the one nobody wants to sit to the left of.

01

Master the Charleston

Pass tiles you can't use — but pass thoughtfully. Give your neighbor junks that won't help their likely suit, and watch what comes back: it hints at what everyone's building. The optional 'blind' pass is a power move when you're chasing a hard hand.

02

Betting & the Chips System

Every hand on the card has a value. Winners get paid by all three opponents; a self-drawn Mahj pays double. Know which hands are worth the gamble — a cheap hand won quickly often beats an expensive hand that never finishes.

03

Read Your Opponents

Track the discards like a detective. If a player throws a Dragon early, they're likely not chasing a Dragon-heavy hand. Exposed sets tell you what they need — and what's now dead for you.

05

Advanced Card Strategy

Don't fall in love with your first hand. Count your jokers and Flowers, identify two or three feasible patterns, and pivot fast when the wall isn't feeding you. Flexibility is how seasoned players win ugly.

06

Tournament-Style Play

Tournaments swap cash for points and reward consistency over luck. Time limits keep it brisk, table etiquette is strict, and you'll rotate seats. Play for the long game — a steady player outpoints a flashy one.

Scoring Deep Dive

Know what you're playing for

Hand Value

Every winning hand on the card has a printed value — that's what each opponent pays you. Values range from 25¢ to 50¢ on a quarter card, or whatever stakes your group agreed on. The card lists the value next to each hand.

Self-Draw Bonus (Mahj)

If you complete your hand by drawing the winning tile yourself (not calling someone's discard), that's a self-drawn Mahj — every opponent pays you DOUBLE the hand's value. This is the biggest single payout in the game.

East's Double

East has higher stakes: if East wins, East collects double from everyone. If someone else wins, East pays double to the winner. East stays East until someone else wins — then the deal passes to the right.

Quint Bonus

A Quint (5 of the same tile using a joker) is worth double the listed hand value. Some groups also pay extra for a hand with multiple jokers. Check your card — hands with jokers are listed at higher base values.

Quick payout reference

Assuming quarter stakes — multiply by your group's stake

You win on a discard

Each opponent pays

Hand value

You self-draw your win

Each opponent pays

2× hand value

East wins (you're not East)

You pay East

2× hand value

You are East and win

Each opponent pays

2× hand value

You are East and self-draw

Each opponent pays

4× hand value

⚠ False Mahj penalty

If you call "Mahj" but your hand doesn't match the card, you pay all four players the value of the hand you attempted. Always double-check before calling!

Joker Mastery

The wildcard that changes everything

Where Jokers Work

Jokers substitute for any tile in a Pung (3), Kong (4), or Quint (5). They can only be used in these matching sets — never in pairs, never as a single tile, never in the last exposure of a hand.

Trading from Exposures

If you hold the real tile that a joker is substituting for in someone's (or your own) exposed set, you can swap it — trade your real tile for the joker. You don't need to be in a turn to do this; it's a free action.

Exchanging from the Wall

If you draw a joker from the wall during your turn, you can exchange it for a real tile in any exposed set on the table — yours or an opponent's. This is a powerful way to pull jokers back into your hand.

Joker Baiting

Discarding a joker is generous — anyone who needs it can claim it freely (no exposure required). But smart players sometimes bait: throw a tile that looks tempting to force an opponent into a commitment they'll regret.

8 jokers per game

JOKERJOKERJOKER

Powerful but restricted

They look like a free pass — but the rules are strict.

Joker no-no's

  • Never use a joker in a pair — it's an illegal hand and you'll lose.
  • Never use a joker as a single tile or singleton — only in sets of 3+.
  • Never use a joker in the final exposure of a hand — the last set must be real tiles.
  • Once a joker hits the discard pile, it's dead — nobody can reclaim it.
Strategy Deep-Dive

The art of the discard, decoded

Advanced play lives in the throw. Master three principles, then study four more winning shapes — each drawn out tile-by-tile.

Read the Discard Pile
Principle 01

Read the Discard Pile

The discard pile is the table's memory. Tiles thrown face-up tell you what opponents don't need — and what's now dead.

  • Three of a tile out means the fourth is unmatchable — stop hoping for it.
  • A player throwing a Dragon early isn't chasing a Dragon hand.
  • Suits discarded freely are suits no one's building — that's your opening.
Out ×3
Dead tile
Play Safe When Behind
Principle 02

Play Safe When Behind

When an opponent is one tile from Mahj, your job flips: stop building, start denying. Throw only tiles already on the table.

  • A 'safe tile' is one already discarded — it can't complete a new set.
  • Hold Winds and Dragons you've seen thrown; release them only when safe.
  • Sacrifice your own hand to deny a bigger payout. A loss of zero beats a loss of double.
Safe
Hold

The advanced flow, every turn

Step 1

Draw

Pull one tile from the wall. Assess your hand shape.

Step 2

Assess

Do you have a feasible hand? Count jokers and Flowers.

Step 3

Scan discards

What's dead? What's safe? What does everyone want?

Step 4

Discard

Throw the least useful, safest tile. Call it out.

Step 5

Repeat

Draw, assess, scan, discard — until Mahj or the wall ends.

More Winning Shapes

Four combinations to add to your card

Beyond the basics — higher-value, trickier hands with the exact tile layout and when to commit.

The Quint Hand

Five of a kind

Very High
5555JOKER
Quint
Pung
Pung
Pair

How to build it

Five identical tiles — four real plus a Joker. The highest-value single set in the game. You'll need the joker and four of a kind, so commit only when the tiles are clearly flowing.

When to commit (or bail)

If a matching tile gets discarded early, your quint dies. Track every copy relentlessly.

Consecutive Runs (Two Suits)

Runs only

Medium
Run
Run
Run
Run
Pair

How to build it

Four runs across two suits plus a pair. Flexible — you can pivot between the two suits mid-game. Avoid exposing early; concealment keeps opponents guessing.

When to commit (or bail)

Once two of a needed tile are out, your run is dead. Have a backup suit ready.

Flower & Joker Special

Flowers + jokers

High
Kong
NNN
Pung
Pung
99
Pair

How to build it

A hand built around Flowers and honors. Flowers are auto-matched (you don't expose them like pungs), so this hand stays concealed and pays well. Jokers slot into the honor pungs.

When to commit (or bail)

Flowers are limited to eight total. If yours come slowly, the hand stalls — be ready to pivot.

Wrapped / Sandwich Hand

Paired runs

Medium–High
Pair
Run
Run
666
Pung
Pair

How to build it

A 'sandwich' structure: a pair wraps around a run, repeated. Tricky to assemble but pays well because opponents can't read your shape from exposed tiles.

When to commit (or bail)

These need exact sequences. If a key middle tile goes out twice, abandon fast — the window is narrow.

Winning Hands Gallery

The hands that win — and how to feed them

Tap a hand to study its shape, then read the discard tactics: what to keep, what to throw, and the trap that sinks most players.

Consecutive Run

Beginner-friendly

Value · Low–Medium

Three consecutive runs in one suit (1-2-3, 4-5-6, 7-8-9), plus a pung and a pair. The most forgiving hand on the card.

Run 123
Run 456
Run 789
555
Pung
EE
Pair

Keep these

Hold the edges — 1s and 9s are the hardest run pieces to replace. Keep any pair in your chosen suit; it can become the pung or the pair.

Throw these

Discard honors (Winds/Dragons) and off-suit number tiles early. Once you commit to a suit, throw the other two suits fast to avoid confusion.

The trap

Don't chase a suit that opponents are hoarding. If two players are in Bams, your run is dead — pivot before you're stranded.

Pro tips from the table

  • Jokers are gold. Save them for kongs and quints, never waste them on a pung.
  • Count the discards: once three of a tile are out, the fourth is dead — adjust.
  • When in doubt, throw Winds and Dragons early unless your hand needs them.
  • A 'concealed' hand pays more — if you can self-draw without exposing, go for it.

Ready to put it into practice?

Grab the strategy printables
Practice Play

Read the rack

We dealt you 13 random tiles. Sort them in your head, then pick your best move. Instant feedback — no pressure, just practice.

Score: 0/0

Your 13-tile deal

339
SJOKER

What's your best move?

Beyond Four Players

Fewer players? No problem.

Can't round up four? These adapted formats keep the game alive — whether it's a duo, a trio, or just you sharpening your eye.

2-Player Duel

Head-to-head Mahj

Only two of you? You can absolutely still play. The game gets faster and more cutthroat — you'll see each other's discards pile up quickly, and every call matters.

Skip the Charleston

No passing phase — deal and go straight to play. With only two players, trading tiles back and forth is pointless and slows the game down.

Shorter Walls

Build two parallel walls of roughly 19 stacks each (76 tiles total in the wall). The remaining 76 tiles form the draw pile — or simply build one wall and draw from the top.

Deal 13 Each

East gets 14 tiles and starts. The other player takes 13. Everything else — drawing, discarding, calling — works just like 4-player.

Double Winds (Optional)

Some pairs assign each player two Winds (East+South vs West+North) so all four directions are represented. Others just play East vs West. Pick your house rule and stick to it.

Claims Still Apply

You can still call a discard for a Pung, Kong, or Quint. With only one opponent, reading their discards is easier — and more dangerous.

Same Card, Same Goal

Use the standard NMJL card. You complete a hand the same way — 14 tiles matching a recipe, call "Mahj!" and collect your chips.

Pro tips

  • Games are short — play best of three to make an evening of it.
  • With fewer players, you'll cycle through the wall faster. Pace yourself.
  • Defensive play matters more — if you can't win, make sure your opponent can't use your discards.
The NO NO's

What not to do

Every seasoned player has made these mistakes. Learn them now so you don't repeat them at the table — these are the moves that cost you the round (and your pride).

01

No Jokers in Pairs or Singles

Jokers only work in Pungs, Kongs, and Quints. Never use one to fill a pair or a single tile — it's an illegal hand.

02

No Calling Back a Discarded Joker

Once a joker hits the discard pile, it's dead. Nobody can claim it — it's out of play for the rest of the round.

03

No Taking Back an Exposure

When you call a discard and expose a set face-up, it's locked in. You cannot undo it or swap tiles out later.

04

No Calling for Concealed Hands

Concealed hands require every tile to be self-drawn. You cannot claim discards — not even for the final Mahj tile.

05

No Discarding the Tile You Just Drew

Throwing the tile you just picked telegraphs your hand to the table. Only do it when you're absolutely certain.

06

No Constant Hand Switching

Committing and then repeatedly changing directions is how hands die. Pick a path and stick with one backup pivot.

07

No Ignoring the Discard Pile

Failing to track discards means you'll miss what opponents need and which tiles are now dead. Watch every throw.

08

No Using an Outdated Card

The NMJL card changes every year. Old hands are retired — playing with last year's card means invalid hands.

09

No Hoarding Winds & Dragons

Don't hold honor tiles too long unless your hand specifically needs them. Throw them early to avoid being stuck.

10

No Skipping the Charleston

The Charleston is a mandatory ritual before play begins. Skipping it is a rules violation — no exceptions.

Remember: every "no" protects your hand

These rules exist to keep the game fair and strategic. Break them and you'll learn the hard way — usually from the player to your left.

The Printable Vault

A suite of awesomeness
you can hold

Beautifully branded, print-ready cheat sheets and trackers. Clip them to a board, slide them next to a cocktail, and play with confidence.

MAHJONG CHEAT SHEET

Beginner Friendly · American Rules

152 Tiles

Bams
5Craks
Dots
Flowers
NWinds
Dragons
JOKERJokers

Turn Sequence

DrawDiscardCallNext

Combinations

Pung3 of a kind
Kong4 of a kind
Quint5 of a kind
Pair2 of a kind

Charleston

Exchange Phase

Pass 3 tiles: Right → Across → Left. Repeat opposite. The 3-3-3 ritual.

Joker Rules

OK in Pungs, Kongs & Quints — never in pairs or runs.

Strategy Tips

  • Pick a hand early
  • Watch the discards
  • Arrange your rack
  • Practice, practice
PRINT-READY
Print-ready

Quick-Start Cheat Sheet

All five setup steps on one gorgeous page. Keep it on the table.

Print-ready

The Tile Glossary

Every suit and honor tile, beautifully illustrated for fast reference.

Print-ready

Charleston Pass Tracker

A printable tracker so the passing ritual never gets confusing.

Print-ready

Score & Chip Cards

Branded score cards for four players — print, clip, and play.

New

Essential Terms Glossary

Every play phrase decoded — from Pung and Kong to Soap and Self-Pick.

New

2026 Card Cheat Sheet

Notation symbols, all 8 card sections, concealed vs exposed & hand-picking tips.

New

Monthly Practice Planner

A calendar grid to log sessions, track wins, and jot down tile combos you want to master.

New

Joker Strategy Guide

When to deploy, hold, and swap jokers — plus how to read an opponent who's hiding one.

New

Discard & Defense Tracker

Tally dead tiles by suit and learn the moments to feed safe, fold, or pivot your hand.

New

Hand-Building Decision Guide

Five steps to turn a messy deal into a committed hand before the Charleston ends.

New

Table Etiquette Card

The do's and don'ts that keep every game warm, fair, and flowing for all four players.

Read the Card Series

How to navigate the card

Seven visual guides that take you from the big picture down to every symbol, color and number on the official card.

The Map1

The Map

Your guide to the NMJL card

See the whole card at a glance — every section, from Year Hands to Singles & Pairs, mapped out.

The Map2

The Map

Section-by-section breakdown

The numbered annotations walk you through each category of hands on the official card.

The Colors3

The Colors

Relationships, not suits

Learn how color on the card shows suit relationships — same color means same suit.

The Notation4

The Notation

Symbols & groupings

Every symbol decoded — F, D, NEWS, plus pungs, kongs, quints, sextets and soap.

The Soap5

The Soap

One tile, three jobs

The white dragon as zero, as the dots dragon, and in red-to-craks / green-to-bams pairings.

The Small Print6

The Small Print

Read the fine details

Patterns, parentheticals, suit limits and number restrictions — and why skipping them gets you dead.

X, C, and the Value7

X, C, and the Value

Decode every line

X means you can call discards, C means concealed until Mahjong, and the number is what the hand pays.

More printables added every season — your suite keeps growing. ♡

On the Roadmap

Coming soon to your Membership

Your membership keeps growing. Here's what's on the way — and you'll get it all the moment it lands.

Coming Soon

Monthly Printable Packs

Fresh themed packs every month.

Coming Soon

Weekly Mahjong Tips

A new tactical tip each week.

Coming Soon

Monthly Strategy Videos

Deep-dive videos on advanced play.

Coming Soon

Exclusive Tile Reviews

Breakdowns of designer tile sets.

Coming Soon

Member Challenges

Fun challenges to sharpen your game.

Coming Soon

Live Member Events

Live sessions and Q&A with experts.

Coming Soon

Member Community

Connect with players nationwide.

Coming Soon

Product Discounts

Member-only deals on Mahjong gear.

Coming Soon

Exclusive Tile Drops

Early access to limited tile releases.

New member resources are added regularly — your membership continues to grow.

Resources

Stock your table
with the good stuff

A curated list of where to find affordable tiles, mats, and every little Mahjong essential — plus the organizations that keep the game alive.

Table Inspo Guide

Set a table worth gossiping over

Original tablescapes to spark your next Mahj night — pick a vibe, steal a detail, and pin your favorites to revisit later.

Tea in the Garden
Garden Party

Tea in the Garden

Sage linens, floral porcelain, pink lemonade. A whimsical afternoon affair.

Save to Pinterest
Pink & Gold Glam
Maximalist

Pink & Gold Glam

Hot-pink racks, macarons, and a cheeky gold centerpiece. Maximalist joy.

Save to Pinterest
Coastal Citrus
Summer Brunch

Coastal Citrus

Aqua linen, citrus water, and daisies. Breezy summer play by the sea.

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Sunset & Gold
Evening Luxe

Sunset & Gold

Navy velvet, gold-leaf tiles, and a rosy cocktail. Glamorous girls' night.

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Periwinkle Rose
Soft Romance

Periwinkle Rose

A rose-strewn periwinkle mat, clear acrylic rack, soft and romantic.

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Tiger Botanical
Maximalist

Tiger Botanical

Cream mat, facing tigers and oversized florals — bold and cozy maximalism.

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Chinoiserie Tea
Chinoiserie

Chinoiserie Tea

Marble table, gold lamp, blue-and-white ginger jars. Refined elegance.

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Poolside Blue
Poolside

Poolside Blue

A bird-print mat floating on shimmering pool water. Summer luxury.

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Royal & Lime
Bold Pop

Royal & Lime

Deep royal blue, lime-green tile backs, botanical case. High contrast.

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Mint & Rattan
Earthy Botanical

Mint & Rattan

Forest-green bird mat, burled wood racks, brass lamp. Warm and grounded.

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These tablescapes are AI-generated and meant as ideas to spark your imagination. For the real deal, look under our Resources tab for amazing purchase options. ♡

More links added regularly — share your favorites and we'll feature them. ♡

Say Hello

Questions about your first Mahj night?

Drop a note and I'll get back to you faster than East can draw.