How many tiles are in an American mahjong set?
152 tiles: 36 bams, 36 craks and 36 dots (1 to 9, four of each), 16 winds, 12 dragons, 8 flowers and 8 jokers. Spare or blank tiles are put away unless your group uses them.
Short, clear answers to the questions that come up at the table, checked against published sources. Ask in your own words, or browse below. If your group plays a house rule, set it once and the answers will match your table.
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152 tiles: 36 bams, 36 craks and 36 dots (1 to 9, four of each), 16 winds, 12 dragons, 8 flowers and 8 jokers. Spare or blank tiles are put away unless your group uses them.
Green dragon goes with bams, red dragon with craks, and white dragon (Soap) with dots. When the card prints a dragon in the same color as some numbers, use the matching dragon.
Yes. In hands that spell out a year, the white dragon (Soap) is used as the zero. It is still a dragon everywhere else.
No. In American mahjong every flower counts as the same tile, whatever its picture. On the card, F means any flower.
Not under League rules. Blanks are not part of official play; keep them in the box as spares.
House rule at your table: blanks are in play. A blank can be traded for a tile from the discards. Groups handle the details differently, so agree on them before you start.
Your table can change this one. Set your house rules.
Each player builds a wall 19 tiles long and 2 tiles high: 38 tiles, which uses all 152 tiles among four players.
East (the dealer) starts with 14 tiles and everyone else with 13. East discards first to begin play.
Four play at a time. The fifth player sits out each game and the seat rotates.
Four play at a time and the fifth sits out each game. House rule at your table (betting): the player sitting out bets on a player, or on a wall game. A right guess collects from the losers; a wrong guess pays as the chosen player pays.
Your table can change this one. Set your house rules.
Not under the official rules: with fewer than four players, the Charleston is skipped.
House rule at your table: you play a Charleston even with three players. Many groups do; agree on the passing order before you start.
Your table can change this one. Set your house rules.
First Charleston (required): right, across, left, three tiles each pass. Second Charleston (optional): left, across, right.
No. The second Charleston happens only if all four players agree, so any one player can stop it.
Yes, on the last pass of each Charleston: the first left, and the last right of the second Charleston. You may pass on some or all of the tiles you just received without looking at them.
No. Jokers may never be passed in the Charleston, including in a blind pass.
After the Charleston, players across from each other may trade 0 to 3 tiles. If you ask for different numbers, both pass the lower number.
Play moves to the right (counterclockwise). After East's first discard, the player on East's right takes the next turn.
It is standard practice. Name each discard as you put it face up in the center, for example "four crak" or "flower". A tile counts as discarded once it touches the table or has been named.
It is a wall game: nobody wins, and in the standard game nobody pays. Shuffle and start the next game.
You may call a discard to complete an exposed pung, kong or quint (a group of 3, 4 or 5), or to win.
Only if it gives you Mah Jongg. Otherwise a discard can be called only for a group of three or more.
X means exposed: you may call discards and set groups face up. C means concealed: you may call a discard only for the tile that wins.
You can call a discard until the next player racks the tile they picked, discards, declares Mah Jongg or exchanges a joker. Only the most recent discard can be called.
A call for Mah Jongg beats a call to expose. Otherwise the tile goes to the caller next in turn after the discarder, unless the other caller has already started exposing.
A joker can stand in for any tile, but only in a group of three or more matching tiles: a pung, kong or quint, including groups of flowers, winds or dragons.
No. Never in a pair and never as a single tile. Every single and pair must be real tiles.
Yes, on your turn, after you have picked or called and before you discard. If you hold the real tile a joker stands for in any exposed group, including your own, trade your tile for the joker. You may make as many swaps as you have matching tiles for.
No. Nobody can call a discarded joker.
Be first to hold 14 tiles that exactly match one hand on the current card. Say "Mah Jongg" and lay your hand face up for everyone to check.
A hand is dead if the player calls Mah Jongg in error, has exposures that can no longer make any hand on the card, or has the wrong number of tiles. The player stops playing for the rest of that hand only.
Yes. A player with a dead hand still pays the winner.
The player who threw the winning tile pays double the hand's value. The other two pay the value.
House rule at your table (paying for the party): the player who threw the winning tile pays everyone's share, and the other players pay nothing.
Your table can change this one. Set your house rules.
All three other players pay double the hand's value.
Yes, under League scoring. A hand won with no jokers at all pays double, on top of any other doubling. Announce "jokerless" when you declare, or the bonus is lost. Hands that cannot use jokers at all, such as singles and pairs, do not get the bonus.
Every group plays a little differently. Pick what your table does, and the rule answers, the ask box and the printable cheat sheet will follow your rules. Your choices are saved on this device only.
You are using standard League rules.
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