A beginner-friendly guide to NMJL Mah Jongg — tiles, rules, and strategy
American Mahjong is a 4-player tile game governed by the National Mah Jongg League (NMJL). Players draw and discard tiles to build a 14-tile hand that matches one of the patterns on the official NMJL card, which changes every year.
| Tile Type | Count | Details |
|---|---|---|
| Craks (Characters) | 36 | Numbers 1–9, four of each. Red-colored suit. |
| Bams (Bamboo) | 36 | Numbers 1–9, four of each. Green-colored suit. |
| Dots (Circles) | 36 | Numbers 1–9, four of each. Blue-colored suit. |
| Winds | 16 | North, East, South, West — four of each. |
| Dragons | 12 | Red (matches Craks), Green (matches Bams), White/Soap (matches Dots) — four of each. |
| Flowers | 8 | All identical. Used in most hand patterns as pairs (FF). |
| Jokers | 8 | Wild tiles. Substitute in pungs, kongs, and quints only. Never for pairs or singles. |
Before play begins, players pass unwanted tiles to each other in a structured exchange. This is one of the most strategic phases of the game.
After both Charlestons, the player across from you may agree to exchange 0–3 additional tiles.
When another player discards a tile you need, you can call it to complete a pung, kong, or quint. Say “Call” or “Pause” before the next player draws.
| Group | Size | Can Call? | Jokers? |
|---|---|---|---|
| Single | 1 tile | No | No |
| Pair | 2 tiles | Only for Mah Jongg | No |
| Pung | 3 identical tiles | Yes | Yes |
| Kong | 4 identical tiles | Yes | Yes |
| Quint | 5 identical tiles | Yes | Yes (required) |
Jokers are the most powerful — and most misunderstood — tiles in American Mahjong.
Jokers substitute for any tile in a pung (3), kong (4), or quint (5). A group can be entirely jokers.
Jokers can never be used for pairs or singles. This is the most common mistake new players make.
During your turn, you may swap a tile from your hand for an exposed joker on another player’s rack. You can make multiple exchanges per turn.
A discarded joker is dead — no player can pick it up. Discard jokers only when they can’t help your hand (e.g., you’re playing a pairs-only pattern).
Declare “Mah Jongg!” when your 14 tiles match a pattern on the NMJL card. You can win by:
| Win Type | Description |
|---|---|
| Heavenly Hand | East declares Mah Jongg immediately after the deal (before Charleston). |
| Earthly Hand | East declares Mah Jongg after the Charleston, before gameplay begins. |
| Wall Game | No winner — the wall runs out of tiles. No one pays. |
The card organizes hands into categories. Each line shows the exact tiles needed. Learning to read the card quickly is the single most important skill.
| Category | What It Means | Example |
|---|---|---|
| 2468 | Even-numbered tiles only | FF 2222 4444 66 88 |
| 13579 | Odd-numbered tiles only | FF 111 333 5555 |
| Consecutive | Runs of sequential numbers | FF 1111 2222 3333 |
| Winds & Dragons | Honour tile combinations | NN EE WW SS DDD |
| 369 | Multiples of three only | FF 333 666 999 |
| Quints | Five-of-a-kind groups (need jokers) | FFFFF 55555 88 |
| Singles & Pairs | No groups — concealed, no jokers. Highest value. | 11 33 55 77 99 RR GG |
| Year | Current year themed (Soap = 0) | 20 25 DDD 222 555 |
Each hand on the card has a point value based on difficulty (typically 25–50 points). Singles & Pairs hands are the highest.
| Bonus | Points |
|---|---|
| Self-picked win | +10 |
| Concealed hand (no exposures) | +10 |
| Jokerless hand | +20 |
| Joker finesse (exchange to win) | +10 |
| Scenario | Payment |
|---|---|
| Self-pick | All players pay 2× hand value |
| Win from discard (0–2 exposures) | Discarder pays 2×; others pay 1× |
| Win from discard (3+ exposures) | Discarder pays the whole table |
| Jokerless self-pick | All players pay 4× |
| Jokerless from discard | Discarder pays 4×; others pay 2× |
Your hand becomes dead (out of the game) if you:
Don’t commit to a hand right away. Identify 2–3 potential patterns and keep your options open. Discard “hot” tiles (flowers, dragons) before opponents can call them.
Pairs are the hardest groups to complete — you can’t use jokers and can’t call discards (except for Mah Jongg). Start by building around the pairs you already have.
Every exposure reveals information. Wait until you have 7–8 tiles toward your hand before calling. One exposure narrows possibilities; two usually identifies your exact hand.
Watch exposures, track discards, and remember the Charleston. Two exposures from an opponent usually tell you their exact hand — stop feeding them tiles.
If key tiles have been discarded or exposed by others, pivot to your backup plan. Switching mid-game is better than chasing a dead hand.
When someone is close to winning, switch to full defense. Discard only tiles that have already appeared. If your hand is dead, focus entirely on preventing others from winning — this is good strategy, not bad etiquette.
Always redeem exposed jokers — even ones you don’t need. Split jokers across groups for flexibility. When opponents discard jokers, they’re signaling they’re very close to winning.
Study the current year’s card before playing. Recognize patterns at a glance so you can analyze your hand quickly without constantly consulting the card.